I wish MSFS would have the same career mechanics as Elite Dangerous:
Amazing variety of missions
Ship/aircraft building/tweaking
Skill up/ranking advancement
Better out-of-aircraft experience (hang out in a airport restaurant, pick/find mission objective on foot)
Elite Dangerous ship physics are “high-end” similar to how MSFS simulation mechanics aim to be. The opportunities would be abound if it would have the same “optional” objective mechanics.
ED was superb when it was released and has only improved over time as the universe and operating possibilities expanded/ increased. I wish Asobo/Microsoft had followed a similar ethos, perhaps introducing region by region but ensuring maybe fewer aircraft initially in perfect working order. I’m not comparing ED to MFS in terms of aeronautical modelling complexity, but more as a statement of “what great looks like”.
Anyhow to respond to the OP I would also like to see more missions and an integral career mode, but there are so many things to fix first, I suspect we’ll have to rely on third parties for that stuff. Always.
I’m sure missions and the like will come in time, probably just before the Xbox release. But let’s be honest, there are more pressing issues to be solved first. I know not everyone likes the idea of third party apps to fill in the gaps in flight sims, but there have been some decent ones for other sim platforms.
I’d rather we didn’t have the Elite Dangerous grind, IMO…
I’m sorry but this is imposing your mentality on others. No one said it has to be mandatory, but as an option.
Poking random holes in the sky gets boring, like it does in real life. Why do I fly less IRL, because a Cessna 172 is not an airliner, and pattern work is no longer fun etc.
Missions give a purpose, just as they do IRL (which is essentially the only time I want to get fly).
Unfortunately, third parties can fill the immersion gap. An ugly open window is not exactly great. And many many things are missing for the likes of FSeconomy (where’s the skill component, where’s the immersion of seeing your cargo/passenger, where’s the weather component/danger etc).
The thrill of a job well done is completely missing from flight simming (don’t get me wrong, twiddling the aircraft is fun for a while), but a purpose with some result is so much better (even IRL, a flight is much more fun when with a destination than just patterns).
Look at the charts on the challenges, they themselves are full of tries because it creates a drive to do better.
Get in a taildragger, and go flying in the hills of Idaho. Every hill with the barest patch of ground devoid of trees is a potential landing challenge. I did a 70nm trip through there the other day, and it took me over an hour because of the constant diversions!
Throw in a copy of the MSFS Landing Inspector, and see how smooth you can land in these extreme conditions.
Joke aside, this is real. When I owned a 172, I spent a ridiculous amount of money on flair: flap gap seal, fuel/air separator, better wheel fairings, better spark plugs whatever (it’s ridiculous in hindsight). But it’s “your” airplane and you want to tweak it. And a lot more happens IRL; just check out Backcountry 182 YT channel for his mod on the 182.
I did not read ED’s source code, I did not read MSFS’s source code. But I bet you, MSFS has far better flight physics simulation or at least a more complex simulation. I respect ED though, I play that game too.
About the other part, there have been discussions about adding some kind of carreer mode, similar to FSeconomy. But they officially said that will not happen. All they are doing is making isolated missions (AKA challenges).
One of the things I need from Elite Dangerous is the ability to put all pips to shields on approach to land, as well as lateral thrusters. This would really help against constant faceplanting.
In all seriousness, Microsoft/Asobo laying game mechanics on top of Flight Simulator would be a great idea. The bush trips are excellent, and seeing more missions and challenges like that is something that would not bother me at all.