So, traipsing about Kickstarter, I found something that actually kinda excited me. I used to always play space combat games when I was younger and spent countless hours on things like Freespace, X-Wing, Wing Commander and so on. However, it always occurred to me that I'd like something more than the basics, I always kinda wanted to feel like I was flying a proper spacecraft and do more than simply set shields to fore or aft!

Rogue System by Michael Juliano

Now, you have recently-successful Kickstarters from Chris Roberts and David Braben (and more) that have introduced some Kickstarter titles (Star Citizen and Elite: Dangerous respectively) each promising the standard fare of space combat and such. However, what's gotten me excited is the level of detail going into your interaction with the ship -- the way the subsystems can all interact with not just eachother but with you as the pilot. In the creator's words from a SimHQ article:

The best way to answer is to give an example of how all the ship systems function and fail together. Everything I’m about to tell you actually works right now, by the way, in various states of completeness. You’re in combat. A missile explodes near your ship and you take blast damage that degrades the engine’s cooling ability. The damaged engine now does not provide proper coolant pressure for other systems, which in turn causes them to start overheating. This increase in temperature not only begins to damage each affected system, but it also increases the internal temperature of the ship.

This increases the ship’s radiation footprint, making it stand out more against the solar background clutter and an easier target for RAD-sensing trackers. It also causes the environment system to work harder in order to keep the ship cool enough for the pilot. The increased workload of the Environment system can damage it to the point that it can’t maintain internal temperature, in which case, depending on where the ship is located, the pilot could eventually freeze or bake to death.

Now, back to the heat-damaged components. Depending on the type of systems affected the player could shut these down in order to prevent further damage. If not, these have the possibility of failing completely, igniting an electrical fire (if they’re in an oxygenated compartment) or even exploding.

Either way, their lack of function in turn affects other systems, such as shortened communication range because the tracking system can no longer lock the antenna on to a distant target. If they do suffer a critical event such as a fire, this can spread to systems in the immediate area (system component locations are also tracked), thus spreading damage to systems that weren’t even on the engine’s coolant bus.

At this point the pilot character may be starting to panic. Their heart and breathe rate increases, causing them to use more and more precious oxygen, which is also being burned away by the fire. Both the pilot and fire are creating higher levels of CO2, which in turn can overwhelm the CO2 scrubbers (assuming this a humanoid race that requires O2 and expels CO2). The situation is disintegrating very quickly – high levels of CO2, low levels of O2, excessive heat, fire, failing systems, limited comm range, etc. If the player can get it all under control they can call for help. If not, they either leave their ship by various means, or die with it.
Now, I just think that is amazing and is exactly what has been missing from a lot of space combat titles. What do other people think though, is that maybe too much of a niche to aim for? I'm admittedly something of a simulation nut and love games like the DCS series, so this is a natural appeal to me. But I'm curious what other people think! I'm sure there are plenty of other people who love space games out there... but does the abstract quality of this (i.e. that it's not an actual ship, but something out of sci-fi) lend itself to appeal to folks who might otherwise not be interested in that high level of detail?