1. Vertice-beam-face building system.
We have so many block building games, trying to mimic lego, while being pc game allows for so much more freedom.
SB allows us to play with some other angles than 90 degree, but it always feels like wrestling against the system.
2. Goal. Some measurable way to "win".
As Pope said, pure sandbox discourage combat. Even more if grind is tedious. But instead of creating non-player challenge, I'd rather create something you can fight for.
I.e. create places in the game where you can get "thing". The more you get, the higher you'll be (or your company) on the scoreboard.
But because all the players know about the places, it's a constant battle.
There should be multiple of those, with varying rewards, smaller companies could still compete between each other, while big boys fight in the main league.
Those rewards should be purely for fame and glory, not to make future battles too easy=boring.
Such increase in destruction would be great resource sink. And the more sinks, the less severe grind need to be.
Less grind=good.
Who would to fight for points that don't do anything?
That's called wasting your resources and time.
Further, the "hotspot" PvP design is a good driver for pvp, but it doesn't change the fact that pvprequires farm, and farm is boring. If your farm sucks, it sucks, regardless of how awesome your pvp is. The farm in pretty much every sandbox pvp game sucks.
You WILL spend a truly mind blowing about of time farming, and if you're not doing it you'll be relying on someone else to do it for you. This is the paradigm by which every sandbox lives. You fight for control of resources in order to scale your economic and military power to control even more resources, repeat.
However as long as players are the ones actually gathering those resources, that action alone should be fun. In games with PvE, fighting mobs is primarily a resourcing activity.
I've never understood this aversion to PvE in the sandbox. I've played a ton of these games. The ones that are well populated are predictable. The same strategies for the same fights in the same areas over and over. The ones that aren't well populated are boring. The game is designed around fighting other players but there aren't enough other players to make that a core gameplay loop.
PvE should exist specifically to throw a wrench in your plans. Not as a thing you go visit to farm it for resources, but as a thing that visits you to take yours, disrupts your battles, and generally provides an X factor that requires adaptation and preparedness rather than dogmatic and predictable strategies and patterns by the player.
Often this idea is unpopular because it doesn't pass some kind of ideological pvp purity test. Because people don't want to be "cheated" out of some loot or a kill. My reply to that is that the sandbox genre shouldn't be about predictable and fair encounters. That's the function of an arena based model. If I want that experience I can go play a game where I can have that experience without flying around space looking for a fight for three hours.
The sandbox is about making the universe unfair for your enemies. That's the goal of these games. The universe itself should be equally unfair. If nobody shows up to wreck my mining operation I should still be worried for the safety of my mining operation. I should be worried that if I limp away from a battle badly damaged that some npc pirate might take the opportunity to finish me off. I should be aware of npc threats so dire they can break up a fight between two players just by drifting through because it is no longer worth the risk against a bigger threat.
I'm tired of playing sandbox games in which the environment is simply a backdrop against which groups of players play out the same dance steps over and over. I want that environment to disrupt my plans and require a reaction from me. I want to be excited to play the game even if I don't run in to another player.
I want players to run the world, but I'm sick of the world just rolling over and taking it. The world should fight back a little too.