When STO was launched you literally had to fly _everywhere_ to do anything. Even the PvE and PvP battlezones where star systems you flew to - and to a degree they still are - flying to a number of systems brings up a somewhat confusing dialog that brings up the Queue interface.
Over time this was refined and a queue system was added allowing players to queue for PvP and PvE queues from anywhere. And this really opened up the endgame - players could base themselves wherever they wanted - ESD or some Fleet holding - chat with friends and simply queue for content.
Alerts were (Eventually) added to this.
I feel it is seriously about time to close the loop and add the remaining sector space content: Patrols and missions.
I imagine an interface - somewhat similar to the PvE queue interface - with elements of the Admiralty interface. In it - a selection of available episodes, patrols and even foundry missions would be displayed. Selecting a mission allows the player to choose a ship from their active ships and then a timer starts. When the timer dings, the player can accept the mission - which transports the player and activates the appropriate ship into the mission instance - and like a queue - invites any Team mates to come along.
Using active ships means that
* players are encouraged to buy and equip multiple mission ready ships
* encourages players to buy more active ship slots
* provides a measure of balance in that players are limited to the number of missions they can have "active" to the number of ship slots they have.
Using a timer before the mission becomes ready means that
* Players know this is a secondary not primary way to do missions.
* Players are still encouraged to fly to mission locations
* Throttles the number of missions players can cycle through in this way.
Mixing up Foundry, Episode and Patrol content means that
* STO can present players with a more dynamic list of content to play
* Completely new mission types can be developed and slotted into the system
* Advancement through episode content would be managed like DOFF assignment chains.
This supports the general direction being taken by the Endeavour and Personal Endeavor system in that it gives the players semi random objectives to complete - which is great for solving the end-game fatigue many players suffer when, because there are so many potential things to do - players don't know which one to choose, and/or just choose the "optimal" option which quickly gets boring.
* it drives the sale of ships and ship slots
* it presents existing content in an interesting way
* it allows players the option of choosing a social zone to live in for the purposes of chat etc without constraining their ability to do missions.