With multiple planets and star systems, I wonder how the team is going to keep the challenge level up and keep people from losing interest after they've unlocked the tech tree? Will they reduce the pace of tech tree progression?
I was thinking maybe with the addition of space and surface colonies and construction, some changes might be necessary to maintain fun (while boosting realism). My thinking would be (in addition to unique planets and systems with unique challenges), they could implement a modified system:
Tech Tree: A civilization-wide level of technological attainment. This is fought for and won at great cost in time, treasure, and lives. This is the university and institutional knowledge of Kerbalkind. With the correct industry and facilities, Kerbals can produce technology up to their highest level. You can produce to this level on Kerbin, and with the right infrastructure: in Kerbin orbit.
Local ability: Kerbals cannot land on a distant pebble with a bare-bones basic ship and produce an interstellar colony ship. Setting up the ability to create even basic rockets on a distant planet should be a challenge in itself, and a fun new part of gameplay (especially multiplayer). People spend hundreds of hours in a game with block graphics building factories, why not in KSP? I understand that the core competency of KSP is building ships, I get that. But KSP2 can be more without ruining the core Kerbal experience (especially since the core experience has been core for about a decade).This means making things a bit more involved. No more magic ISRU the size of a van to produce unlimited fuel for operations. Once a colony with appropriate construction facilities reaches a certain point, it can build craft to a much lower tech level (maybe unique designs optimized for construction in spartan locations) than would be capable on Kerbin. This will keep the level of challenge and interest up as Kerbals expand through the star systems. Exploring new planets with a ufo-grade supership isn't challenging and cheapens the experience. More realism might be beneficial here, as long as it isn't overboard.
Science: Experiments and research take time to achieve. Sometimes they are a dead-end, sometimes breakthroughs are had. Experiments that don't have an external antenna/appendage can be mounted internally to certain parts, adding weight and taking science payload space. No more need for 25 physics-inducing baubles clinging to the outside of my beautiful creation! Knowledge of planets must be earned. The planetarium/tracking center does not provide full and accurate data about celestial bodies until that data is earned by sending probes to map/explore the planet (like scan-sat, but for everything). KSP has always been lacking in things to do and see when you've arrived at your destination. KSP2 can (and should, for a full price game released in 202X) fill out what was missing in the original.
I'm sure the team has some great ideas on all of this, but with so little info being released, it's starting to make me worried. I have high hopes for this game to launch another decade of greatness. Anyone have any ideas on how they can make the late-stage portion of the game more fun?