Of course, i'm just noting that a shift towards micromanaging livestock or fishing mini games (or similar) is not a good starting point to build meaningful game play within Starmade.
I would disagree, actually.
Starting with a small concept and then figuring out what to do with it can make for some interesting emergent gameplay. Farming/Ranching is a good example. While players may not need food, NPCs could. Needing to have hydroponics or even better yet a planet growing food for them then becomes a new thing we can build to support a larger goal.
Especially if it became a thing like in Minecraft where certain types of plants were rare but very useful. You'd want to explore and find some of those plants, get seeds, then bring them back to grow (like the greenhouses in Skyrim from Hearthfire). Could collect and breed animals to have zoos on stations if there was some kind of NPC happiness meter where happy NPCs were more effective at their jobs, meaning building different kinds of recreation areas could become a thing.
It could even be as simple as "Animal X eats Plant Y, and when you kill the thing it drops rare material Z". I mean, thats what we did in Minecraft, we raised wheat to make bread to eat ourselves and to feed to cattle to make more cattle. We killed the cattle for meat to eat, xp for enchanting, and leather for use in crafting.
And frankly, that was a hell of a lot of fun in Minecraft, getting systems set up so you go from barely making it through the night to living in luxury with steak and potatoes and cake. Little things that didn't necessarily have that big of an impact on overall game play became very enjoyable ways of playing in their own right.
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And really, isn't that a goal for the game in the end? To have things to do indefinitely? Or is "ships shooting at other ships" really the only end-goal in mind?