Oh kay ill try a second time, this will be a game incoroprating elements from practically all existing generes and many forms of combat and passive gameplay.
The game starts out with you directing a large ship just to get the feel for it, then once you have completed a simple task you will be given a small ship and a reward proportional to the level of sucess.
The basic combat will be ship to ship in space, comparible to freelancer but with a much much higher degree of flexibility. Advancement will involve however much cash you gain from a variety of activities inculding trading and piracy.
You may land on planets or autonomus space stations most of which will be moderator controlled during the first release of the game but as time goes on people may buy them with in game credits.
Guilds will be based on a system of kits. When you get to a certain level you are given a basic kit and subsquent leveling will obtain you more adavnced kits. Such kits may be combined or constructed to create home bases with freinds or by yourself. A base made from kits from five freinds or up will invariably be given the option to be classified as guild and more than twenty will be placed as a location on maps.
At your base you may store a proportional number of ships, armaments and supplies to its size but if you leave your main ship behind make sure theres someone watchign it or it might get stolen.
enough cash will buy you your own planet and trade routes, this way guilds may become really quite large yet with the system of player kits with each player designing their part of the base the guild homes will all be unique, and hopefully enhance gameplay.
Heists & Piracy;
Very large ships that are manned by a crew of AI or people (unlikely) must have a intireor that is viable which will take maybe an hour to do unless you use the simplest interireor design button however be warned the intireor may be breached by stealth or brute force and you may find your cargo being stolen or someone dropping out of the overhead airvent to slit your throat.
Thats right; the intireor of your ship may become boarded and you may command RTS style or take on the invaders FPs style as a crewmember. However depending on the amount of warning you give them you crew might not be to prepared and you will suffer the consiquence's; Suppose your ship is docked at a gild and quite a large one which has got itself a pre made ship of maximum power. Suppose a trio of low level chrachters crammed into a tiny ship stealth up and breach a maninence hatch next to the engine cone. suppose ther are only a couple of real players on board who are in real life reading or sleeping. suppose your team looks though the blueprints takes to the ducts and goes from the airlock to the mess hall where they wait till the AI's come to eat before dropping a sleeping gas grenade, with the other two progressing to a locker cupboard one corridor away from the captains cabin menaing the auto roof gun only manages to shoot him once before entry. He takes the player by surprise and kills him. The other invader goes to the life support system and de-activates it. while the one in the captains cabin turns off the automated security and the last guy goes to the bridge airvent which is little more than a small armoued port and floods it with poision gas. the bridge person opens the door only to be shot at by the invader from the captains cabin who goes into the bridge as the other two stand firm and opens all doors and jams them ajar before opening the shuttle bay and cargo by depressurising the ship and killign the other occupants leaving them in charge. they take the ship and before the guild knos it are fireing its ordinence while retreating and congratulating themselves for owning the higher level players.
The game im proposing would have the level of deatil i mention here, and many many more functions that you could play without understanding but might come back to punish you such as not under standing your ships construction.