FWIW, I started a new alt, went to high cz in the sidewinder and followed syssec ships around. A few hours later i was in a Cobra mkV, the next day it was A rated and the alt started engineering and doing PP. Felt pretty good to me like that. I think a noob can have many hours of fun before they've exhausted all these game loops.
I've recently been playing through Fallout 4 again and it always surprises me just how short the main story questline is.
Visit Diamond City, rescue Sam Valentine, find/kill Kellogg, find Virgil, kill Courser, access Institute and then pick an ending.
That's it. Done.
If you've played F4, you'll know that there's a whole heap of stuff you "should" do in order to facilitate those things but the actual questline is probably less than 2 hours of play.
So, how come my first playthrough took about 3 months?
Point being, in ED as with most other games, you
really only get the "new player experience" once.
A BIG part of that experience is the learning curve required to understand what you want/need to do and how to accomplish those things.
Once you've gained that knowledge it's impossible to relive the "new player experience" because you know exactly what's required to achieve any goal.
Honestly, I would
never advise somebody to wipe their savegame for ED because there's really no point.
Regardless of whether you plan to do something different next time around, all it means is that you'll spend time regaining access to the things you
do want when you could simply stop doing the things you
don't want at any time.
Also, as I've said before, one of EDs biggest strengths
and it's biggest weaknesses is that there's almost nothing about it that's exclusive to rich, experienced, players.
A new player in a Sidey can indulge in almost
every aspect of gameplay that a veteran does in an Anaconda supported by a Fleet Carrier.
So, what?
Thing is, credits are/were about the only thing controlling a player's "progression" through the game.
Start off in a Sidey, do stuff, buy better ship, do stuff, buy even better ship, do stuff, end up with fleet of huge expensive ships, carry on doing stuff, become frustrated that there's nothing new to do.
That, at least, created the illusion that progression through the game was, erm, progressive and a player could feel like they were making progress until, eventually, they realised that they were doing the same stuff over and over.
With the current state of credits in-game it's more a case of Start off in Sidey, do stuff, buy Anaconda, do stuff, do stuff, do stuff, become frustrated that there's nothing new to do.
Objectively, the result is the same but the player's experience is much less fulfilling.
And?
At the risk of stating the obvious, ED
is a sandbox game in the truest sense of the term.
There's sand, seashells and some pebbles (metaphorically speaking).
It doesn't matter if you're playing in the sand with a plastic bucket and spade you bought in poundland or with a fleet of radio-controlled tanks and bulldozers.
Hopefully, at some point, you'll decide that you
enjoy playing in the sand and you'll stick around to play with other folks who like playing in the sand too.
Progression is what provides the opportunity for a player to decide they enjoy simply
being in the ED universe.
When progression is truncated, it's more likely a player will simply decide there's "nothing else to do" and abandon the game before they decide that they simply enjoy playing in the sandbox.