EVE Online + Trials in Tainted Space:
an MMO with a masive universe to explore with different locations and exotic (sometimes sexy) races living on it. game plays like a Space Simulator with tactical style of combat while in space, including actions like extracting resources, trading, fighting pirates, etc. you can land on planets and dock in stations but they are played like a Text Based + Rogue Like/Dungeon Crawling adventure, where you can interact with different NPCs including vendors, random encounters or persistent characters that provide interesting missions to take.
your character starts as a pure human or a hybrid with features of certain popular space travelling species, your character is inmortal via technology thanks to cloning and informorph technology and the medical nanites inside your body allows you to shapeshift into different biological features depending on what you apply to your body, being able to potentially transform into most of the alien species found in the known universe (at the cost of tainting your genetic code).
your character works on a system of Skills, Perks an Stats:
-Skills are learned overtime and have an effect on what you can use while in space and in some equipments used on your character
-Stats are gained while leveling up actively, they effect the speed at which you learn skills and also provide certain bonifications during planetary and station exploration
-Perks are special abilities and passive bonuses you get each time you lvl, they are tied to specific professions providing extra functionalities both in space and while going on foot
your character can equip different weapons, tools and clothing, this includes underwear and power armor. power armors come in different flavors and can be augmented using modules in a manner similart to the spaceships you fly out in the void, the modules can provide everything from resource gathering to combat, disruption, support (logistics) and even scientific work like hacking, analyzing, salvaging, etc.
spaceships come in different sizes but require your character to attune further on its skills before flying them, from small civilian shuttles to massive capital ships that are borderline moving cities with their own facilities depending on what modules you put on them. you can contract other players or even NPCs to work as the main officers while relegating other stuff to regular, generic crew and automized systems to take charge of the spaceship needs while out in space. you can also take your officers and other contracted companions as party members when exploring planets and stations.
player to player interaction is done in both parts, space interaction plays like in most multiplayer spacesims whereas station and planetary environments are more based on text menus and chatboxes.
players can choose their start like soldiers, graduates, urchins, etc. just for story flavor, you can later join a corporation and perhaps an alliance or work your reputation with certain NPCs factions to join them as a contracted or exalted member in their circle with new interactions and benefits.
alliances can take hold of unexplored regions of space so long as they dont have sentient species, being able to create colonies and setup stations around the planets (the exploration grid is procedurally generated for planets, stations may have a standard grid). all of this while keeping and investing on their sovereignty over their chosen systems.
the universe would also inclue strange regions of space hidden behind a web of wormholes or a tainted/abyssal layer of space that can only be explored by finding filaments which open special instanced pockets of space that you can explore on your ship for a time, perhaps finding abandoned stations and planetary enfironments on the way.
most of the market would be seeded by player made products with a few things being NPC based and which could be traded around by players if they wanted, a system of blueprints would allow for players to craft and produce everything from knives to food, spaceships and the like. only things like medical drugs and other similar equipment would be gated by NPCs.
there wouldnt be a linear progression in the game, rather, players would have to make their own progresion by planning their perks, skills and stats and the professions they would like to work with. classes would just add the perks and wouldnt limit the players to learn completely different skills to what they want. in addition, they would have acces to implants and enhancing temporary drugs to improve their experience.