I think you misunderstood basically everything said in this discussion. Some of us are worried that SC's single-player content will just be a rehash of things we've seen done in Wing Commander. None of us has commented on the multiplayer aspects at all, because there is little that we know about it at this point. We don't know if they're going for a strongly curated model a la Guild Wars, or a fully player-driven one a la EvE.
Actually that was exactly what I commented on. (bold part)
None or few have commented on the multiplayer aspects at all - or at least not recently in the thread - despite the multiplayer being pretty much the central part of the game.
And there is quite a bit of information available... i.e. official server that will hold all players in one persistent universe (stated to be scalable to millions of players), with battle instances limiting player count (number to be determined in alpha testing) to what allows it to offer actual space sim gameplay.
Aside from the official servers you will also be able to host your own private servers with full modding support. That alone is having a ton of people exited as heck.
Gameplay wise the persistent universe offers several of the usual and some unusual career paths, from the traditional trader, mercenary and pirate options to explorers (able to discover and explore everything from relics/space stations/abandoned ships to whole jump points and systems which they can then name if they are the first to discover it) to even a dedicated "racing" career (complete with special "racing ships" and ship variants) or even the ability to head your own company with planetside factories and all.
Also... the ability to multicrew the larger ships with your friends and, if attacked, call any friends within jump distance to help you with the battle.
We also know that we will not only be able to move around the interior of any ship, but also that there will be small arms and boarding actions on those ships.
Furthermore, persistent events: The example given was that if a player manages to kill the NPC "Dread Pirate Roberts" who was wreaking havoc in the border systems.... Dread Pirate Roberts will afterwards be dead and killing him will become part of the legacy of the character(s) who killed him.
They also have a rather unique part of dealing with death, where your character can actually die and you continue playing your next of kin or whoever you named as beneficiary in your will.
(Keep in mind this is not an RPG, so your character won't lose any stats and you will not lose any items or your ship either....... but frankly, I find it kinda cool that you can actually die - that is: after being disabled multiple times and having several limbs/body parts replaced.)
Actually... there is much more known about the universe and the multiplayer part than there is known about SQ42 (except that it is singleplayer with coop drop in drop out functionality.)
Which makes this thread especially weird with so many people focusing on that one singular aspect and especially on the one part that we actually do not know anything about yet: the story of SQ42.
I.e. Star Citizen is aiming at offering a "multiplayer Privateer" and "single player/coop Wing Commander" experience in one game, yet people in this thread appear to be somehow almost blind to the multiplayer part, which actually is the larger part of the game that people will most likely spend much more time on, if they have any interest in multiplayer games at all. Heck, it's already confirmed that people who do not have an interest in singleplayer games, will be able to completely skip SQ42 and start in the persistent universe right away when the full game is released.