- The complete lack of information regarding sourcing the materials
Agreed. This mainly affects assets - most goods and data are available as mission rewards, but if there's a pattern to what kind of economies/states cause certain goods and data to be offered, I've yet to determine it. The engineer unlock materials are
particularly obscure, settlement defence plans in particular.
- Permanent modifications on weapons and suits, absolutely discourages experimenting with different loadouts. This was a lot of fun for ship engineering.
GOD, THIS. It
seriously discourages experimentation. Some weapons don't come into their own until around G3/4 which means you can't really test the efficacy of a mod without grinding a weapon up to a decent state, so the sunk cost if you find you don't get on with it isn't just the materials for the mod itself, but all the materials you spent on upgrading a weapon that now has a wasted mod slot you'll never get back.
As an example, silenced weapons need to be able to finish off a target before they can get a shot off themselves if you
really want to be effective, so at the very least they need to be upgraded to the point where they can kick out enough damage to do that. The oppressor, for instance, is not worth silencing as it doesn't reliably kill fast enough. To give another example, the L-6 is another weapon that you might want to use at long range. It's not really a
sniping weapon but it's effective from across a settlement, so maybe you might be tempted to put a scope on it - unfortunately, the L-6 scope mod offers
barely any magnification over the mk1 eyeball, making it a poor use of a mod slot.
Mods being permanent also backs the devs into a corner with regards to balance tweaks too - if they were to nerf one of the existing mods, everyone who
has that mod will scream and gnash their teeth because they now need to grind up a new weapon from the ground up if they want to swap it out for something else. If they want to add any
new mods to the game then that'll also lead to complaints because, again, everyone who wants to try out the new mod has to ditch all their existing gear they've sunk time into upgrading. Likewise, it they were to, say, give the L-6 scope a buff to the point where it's actually worth using, maybe someone would wish they hadn't spent their last slot on reload speed or whatever.
- The drop rate of some materials is absolutely ridiculous
The fact that there's RNG at all as a hard barrier to progress is horrible. You can be doing literally everything right, and the roll of the die says no which leads to an incredibly frustrating experience. Or maybe we're
not doing everything right and there
is a correct way, but we have absolutely no way of knowing that because of the first point I quoted.
I'd much rather have a near-guaranteed spawn of specific materials in highly specific circumstances over... whatever it is we have now. Just spitballing, settlements that are
pending a war or civil war could attract missions to steal settlement defence plans, for instance, allowing players to abandon the mission after they've got the goods and just give them to Hero Ferrari instead if they don't actually want to take the mission reward itself.