I think this feels a bit too "gamey". I know some of the realism nerds will question why does providing combat bonds reduce material requirements as it doesn't have a direct correlation.
"too gamey" feels a bit like trying to have it both ways. Why is engaging with multiple gameloops "too gamey" when it's y'know "the game?"
If you want a trading game which is purely a trading game in the mathematical space of trading rules then the world has enough of those already and I'm unsure that perfectionism around this really fits in a space sim. Trailblazers is supposed to sit in the Elite universe and that has a lot of non-credit economies going on. You can't sell raw mats, for a start, so you'll never, ever, bring those into a credits-focused piece of gameplay, much less a Commodities-trading-only piece of gameplay.
FDev created a perfectly cromulent and engaging bunch of gameplay around trading and it's become clear from Trailblazers that a LOT of players just hard ignore it and go where the external tools tell them to. (Insert "always has been" meme here.)
As for the realism nerds, there are multiple credit economies of different vintage in this game universe and they're all broken one way or another, so micromanaging how credits work as a currency in the Trailblazers release is not going to get you anywhere near a "realistic" economy. You can end-run around anything in that area by doing bio for a couple of days solid, for example. (inb4: this is an example, you can earn mega-credits with other hacks in other gameloops, this is not a thread where we list all those out, thank you please.)
It's because the game has a currency and an economy. All games with currencies/economies (even material economies) boil down to the most efficient path.
See above - engineering with raw mats does not boil down to any path involving credits. I'm not quite sure what your point is here unless you're relitigating Turing's various discoveries about all sets of rules being equivalent if they're sufficiently complex - and even if you are, I have to point out Godel blew that out of the water less than a decade later.
It's not even clear that all games do have a most efficient path, unless you're sitting on some Fields medal / Nobel prize level thinking about complexity theory.
At a practical level, ED's emergent behaviours are complex enough they won't fit in most people's brains. So this proposition that "anything can be min-maxed" - I simply don't buy it.
The game does not give you any way to motivate the player, it does not even have basic MMO elements, basing colonization on interaction with players is complete nonsense,
Yeah it is really silly that you can have FCs with buy orders and all the rest of it and there's zero ways to discover this in-game unless you happen to be under 20ly away anyway and happen to be near in time to a suitable tick so it pops up in the Market UI. And even when it does I've tried selling something to a Carrier that I accidentally discover this way a dozen times and the number of times the order was still there when I got there is... zero, so there's a lag in it somewhere.
And as another example of something that isn't based on Credits we have a whole mission system and Trailblazers just didn't go anywhere with it.
since there is simply no skeletal base and working tools for this in the game. Oh yeah, in three days they brought me as much as 2.5k alloys. Do I need to say that it is easier to just spit and score everything yourself, and even better to abandon the whole idea of colonization at all?
I do agree ED could actually have some social tools for the community. Even if this was outside the game it would be something.
P.S: "Ask someone nicely" is not a reasonable game design decision
No, it's a human one, and yeah there's nowhere to discuss it. But in FDev's defence, it sounds like Vanguards is going vaguely in this direction, so we're just back to the usual discussion of "these 2025 features are all fabulous, but what a weird order to do it in"