Well, it would probably make sense in world.Materials can be quite the pain to obtain, from blowing up ships for manufactured materials that somehow still work to driving around a planet all day looking for raw materials.
If we were able to buy these materials then there would be less of a grind and it means more people would be able to participate in pvp etc.
Your thoughts
How that works in terms of game balance on so on though, more difficult to say.
I wouldn't object to it really.
Though, perhaps if they were to do that we should also go back to much smaller number of materials in reserve and perhaps even have mat loss on ship loss as a thing. That would also be much more realistic.
Actually, if we do go down that route, you could have some ships have larger and smaller mat capacity and have more limited capacity on the SRV - so you can effectively mine with the SRV and bring back to the ship which itself as a limit. If you have ships with different capacities you provide some not so subtle hints as to base role of the ship. If we want to get funky have a mat bay module for ships to increase capacity.
Then perhaps have different ships have different capabilities in terms of available synthesis, maybe give everything the base sets (or maybe not) and then provide differentiation based on expected role. So an Asp Explorer can do grade 3 jump synthesis but an Vulture couldn't but, vice versa, the Asp couldn't do high level weapon synthesis but the Vulture could. Yay, ship role specialisation. You can do anything in any ship but some ships are better at certain things than others (more than now). Again, go an provide a module for providing improved synthesis options if you really want.
This is fun, I could keep on coming up with more ideas about how to change all this... Over to the suggestions forum?