Here's what we have in mind. Take the Economic/Political system of EVE (that is: Player-driven economy, no NPC shops, really) and place onto it the Tactical part of SFC-OP (though, we are going to have 3D movement, lol).
So instead of doing a Hex-based Strategic movement system, ALL gameplay: Strategic Movement, and Combat, will be from the same interface.
The tactical aspects will be very much SFB/SFC inspired - from ECM/ECCM to Tractor Beams. Firing arcs, etc. We will likely keep the same spirit of the weapons, but give them more nuanced firing charts (solid numbers and broad brackets will be a gone; replaced with a gradient of damage/accuracy).
We will be laying on certain aspects of traditional MMOs, like Skills. If you spend a week training Phaser Armaments you will end up getting a +5% damage to your phasers. Things of that nature. Skills, however, will not be THE defining roll of combat - that is - A VERY good player in a new character can definitely be a threat to a mediocre pilot with a veteran player - We would like to put as much a burden on the player as possible as far as skill goes - not nearly as much as equipment or character age (though, that will help).
We won't be hardlining ourselves to the SFC/SFB shiplist - but the spirit of it will be there. There will be an Escort Cruiser, a Drone Cruiser, etc. You WON'T be able to fit a Scout's Special sensors onto a Drone cruiser, and things of that nature - but you will be able to refit a Heavy Cruiser with more recent technology in the same vein (Phaser-2s to Phaser-1s as an SFC/SFB example).
We'll also be laying on a great deal of Economic uses. Characters will be able to harvest ore, refine it, sell it to people who manufacture vessels, who get the blueprints for said vessels from people who research certain vessel designs, who in turn get their lab/research supplies from people who manufacture those. Supply and demand will be a very powerful agent in the scheme of things.
There will be NPC-given "quests" and what not, as well
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So yes: We badly need programmers who can dive into the planeshift code in earnest. That's going to be our biggest weakness, as it usually is for such endeavors. I have complete confidence in any art team we can put together, that's for damn sure
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