If we're on the subject of persistence in FS2, for ****s and giggles I just want to share.
You know what I've been throwing around in my head for a bit? Creating a dynamic campaign system like the dynamic campaigns from Falcon 4.0 or Enemy Engaged.
Instead of a scripted campaign, you're flying missions in a living, breathing battlespace. Each side has a certain number of bases, destroyers, corvettes, cruisers, and fighters, all distributed throughout the subspace network. Basically, the CPU dukes it out with itself, mobilizing fleets, dispatching fighters, creating Air Tasking Orders, and simulating the skirmishes and firefights in super accelerated time until it comes the the point where the game finally auto-FREDs a mission based on your location and numerous other variables affecting your situation. Your performance in the game will affect how the campaign goes.
So that's the idea and I haven't the faintest idea how to implement it nor even sure if this is even feasible. For starters, FREDing is hard as it is and expecting to algorithmically generate fun missions is easier said than done. Plus you have issues of scale, AI in both the strategic and real-time portions of the campaign, and if the campaign is even winnable by the player; can one lone Alpha One
really make a difference?
So yeah. This isn't something I'm serious about but it's nice to dream.