There are two possible ways to develop X multiplayer mode:
1) Peer to Peer
This solution is used in all realtime strategy games and would make it possible to have up to about 8 players (or more) playing the same game because it does only send all your actions, like turning around, boost speed, commanding ships / stations etc to the other players and they use it to change their very own x universe simulation on their PC. Thats why you can use so called 'maphacks' to remove the Fog of War, because every computer is calculating the game itself and has 100% of game information and your computer is only changing what other players tell them to change in their game.
pros
+ playable with 56k with 8 or more players
cons
- a VERY IMPORTANT negative is for me here, that if just only one connection of one player is bad, the entire game lags!!! Play an RTS game and have just one bad connection of one player in your game and you have lag like hell! Imaging now what this solution would be 'funny' if your flying around with your Dragon and cannot hit even one pirate, just because one guy has a bad connection....
- EVERY player that started the game has to be in the game at the same time! You cannot play just a second without only one other player that doesnt actually have the time to play. If one player's game or PC crashes or loses the internet connection, the game of EVERY player will fail and you will have to reload from the last saved game!! The rule with this solution is, the slowest makes the gamespeed.
- hard to program cause of out of lots of possible synchronisation errors
2) Client / Server
This solution is mostly used for action games. The game itself is calculated on the Server PC and saved there. The clients are the players, which connect to the server.
The server then only sends to every player only what he actually sees. If you are entering a new sector in the universe, the server will have to send you all the ships and stations that are actually in this sector.
Now we come to the real action: Every ship needs a direction vector update when it changes speed or is flying in another direction. Say we need 40 bytes network bandwith (and this is already very much) for one ship changing its direction vector, then you would be able to have with a 56k modem 179,2 direction vector changes per second.
Now lets say every ship is changing its direction vector every 2 seconds at average (I think its more to 3 or 4, but we want to have the critical value here), then we would be able to handle up to about 300 ships with a 56k modem, in which the player is actually flying.
As we can see, we did THREE TIMES heavy round down, and still can handle up to 300 ships with a 56k modem!
pros
+ every player can individually connect to and disconnect from a running server. The game does not stop if a players game crashes or loses connection etc
+ the game is only calculated on the server, so all the CPU performance that usually is in every X game used by the heavy logic calculations of all the calculated stations and ships, doesnt effect the players CPU anymore. That makes local graphics run much faster!
+ the game is running and saved on the server, so no maphack or cheating is possible
+ your reaction time (ping) only depends on the connection between you and the server
cons
- server needs upload bandwith, just as a multiple of the number of players playing on it
- playable with 56k modem SERVER with about 4 players, if you have DSL and make the server, you can host way more depending on your upload speed
Conclusion
For a game that you would like to have some fun with shooting some scum, its recommended to use the client/server solution. When the network bandwith is optimzezed, Im sure you can have with 7 kilobytes / second upload 3 other players on your own server. As you remember we did three heavy round downs there, and still can handle up to 300 ships in every sector. And now tell me a sector where you have 300 ships? Just imaging the sector information list, with 300 ships long!! LOL! Could use a filter function then!

Now why only 3 other players? Just because YOU are the server if you want to, and dont have ot send the gamedata to yourself!

So you + 3 other player = 4 players with an just a 56k modem connection!! HURRAY
Now to come to Egosoft
As every developper of a game, yes would like to have it! Like they would like to have an X-Online Universe!

Dreams are welcome, but the reality is more different. Egosoft doesnt have enough money to even finish a game, as we have seen with X3. They dont even have enough sells to say their publisher we have to move the release. They never did have even the power to say their publisher that they need more money to pay programmers to develop a multiplayer part.
And just to come to a simple fact: implementing a multiplayer part in an existing game-code is not that easy as it seems. The entire fundamentals of the game have to replaced and programmed completely new. And as you can see if you be smart, the code of X3 is about 80% of X2, and they still didnt got all the new stuff implemented as they wanted. In fact they didnt even managed to make it bugfree and balanced.
Now you come and want a multiplayer part? The only solution would be, go to Egosoft and tell them you will make it for free.