Really, just think about it. It'd be nothing more than a tacked-on, insignificant feature that would require considerable care and balancing to be even remotely meaningful while diverting resources and attention toward the implementation of far more important features.
You mean like collecting materials to fuel my SRV, make ammo with a slight edge, or magically increase my FSD jumps range? Those sorts of tacked-on features?
Really they make no sense at all. The SRV is stored in a ship with massive fuel tanks and energy cells, but somehow has been designed to not be able to be recharged or refuelled from that but need its own esoteric power source to... drive. Not jump between stars, or move at many times the speed of light or something special like that, but just to do what my diesel car does. What an electric scooter does. Drive from A to B. And of course the best scientists in FSD technology with all their research labs cannot manage what an intrepid pilot does in his own machine room, with a few materials: magically double jump range. I mean, come on.
It would make more sense, in a consistent Elite universe, for materials to provide resources for the AFMU to maintain the ship, its modules and its SRV. Over time there would be natural wear and tear (and for the careless flyer, damage) that would require the on going automatic maintenance and repair by the AFMU. Nobody is arguing that module degradation should be irreversible; the AFMU just would require regular resupply with materials to keep the ship and SRV at 100%. For pilots in the bubble, they just click "repair and replenish" in station services; nothing would really change for them. For deep space explorers and prospectors it would add some meaning to their activity of searching for new sources of materials.
Moreover it would allow for more game play possibilities. Different parts of the SRV and ship could require different materials for AFMU repair and maintenance --your search might have to prioritise certain materials depending on what part of your ship/SRV needs fixing most at the time. I would imagine the AFMU as containing a multiple stores for a range of materials that need topping up regularly as the AFMU keeps fixing and maintaining things. Of course SRV ands ship damage incurred as you go along would deplete these materials at an accelerated rate (and the SRV can only be repaired aboard the ship, so drive carefully).
On the right panel would be a screen with the AFMU material stores status overview. On the module screen you could for each module call up a screen showing what materials it needs for repair/maintenance and what the corresponding AFMU store supply is like (this would neatly tie in with the fact that the module screen shows module integrity status in % anyway). Does the shield generator look a bit poorly? What materials does it need for the AFMU to fix it, and does the AFMU have enough? Eek! Looks like it's running low on gallium. Better find some... Gallium is hard to find but I can also use the more common bauxite in a pinch, although it will affect shield recharge speed a bit...
The difference with the existing mechanic is that it is more world congruent and allows for more game play possibilities. For instance the AFMU could make the ship hull a bit tougher, more heat resistant or more reflective of radiation depending on what materials you feed it. Favouring one variable is at the expense of another and all add mass to the ship. A miner may favour impact toughness and balance that against light hull mass as he nimbly moves through dense asteroid fields. A smuggler may favour low radiation reflection and high impact toughness for stealth and combat protection. The player could dynamically change the hull properties as he flies along by changing the materials used by the AFMU. As the explorer travels closer to the galaxy core, he may decide to start favouring heat shielding and radiation protection over toughness as heat and radiation is a bigger issue now than the much reduced likelihood of running into pirates, but he still needs to balance mass against jump range of course...
And that is just hull repair. Imagine the dynamics that could be introduced for ship canopy, thrusters, power supply, life support, FSD... Of course everything has a knock on effect. Thrusters uprated for high-G planetary landings produce more heat so require better heat resistant hull, for instance.
All this would add depth and possibilities to the game, and moreover a meaningful context to the collection and management of materials. But also, players who are not interested in that aspect of the game can simply ignore it altogether by using station repair and maintenance services as per usual.
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