Ok i understrand ur point about equal rights. but shouldn't it be about skills ? rather then luck ? there is no skill at all of driving around looking for materials on planet's surface is there ?
Actually, there is skill involved. Various materials pop up on various types of planets. Knowing a bit about materials and planets, as well as just having experience, makes it easier. Have you noticed that ice balls tend to have a note about volatiles in their flavor text? That means you find those kinds of materials there, for example. Also, realizing that while a mesosiderite may give rares on one type of planet, it is rarely worth it on another type, while that rock that is sooo boring on a planet which gives great yields in mesosiderites, actually is the go to rock on another one. Just recognizing one type from another on the scanner or by the different sounds they make is yet another skill set
So there is skill, in knowledge. I do not claim to have mastered that knowledge yet, but I have enough of an understanding, that I see the patterns of what is to be found where and have started to recognize them.
You make a good point about equal opportunity - an equal playing field. However there is one major flaw in the current way Engineers provides an equal playing field. It is an equal grinding field. Rather than being equally fun for all it is equally unenjoyable for all because we're all having to do things we don't like to do.
We're all grinding on the same equal field for the same things for different upgrades. We're all doing things we don't like to do as a main profession. Level playing field? Yes, to the extent that we're all equally bored. We're all equally not having fun in doing activities we don't enjoy to collect stuff for upgrades.
Whereas with the OPs suggestion at least we'd all be having more fun. Fighters are having fun fighting. Traders are having fun trading. Miners are having fun minning. Explorers are having fun exploring. Smugglers are having fun smuggling. Mission runners are having fun doing missions (missions give money and are also about choosing to do things you like, i.e. trading, fighting, pirating, smuggling, etc).
Ok, so PvPers go for weapon upgrades. But those that do not focus on PvP or even combat altogether still have options for counter upgrades with the OPs idea of upgrading based on what you enjoy doing most. They don't necesarily have to get weapon upgrades to best someone with stronger weapons.
Non-PvPers or those not keen on combat (possibly the players some PvPers choose to attack) can for example go for smuggler upgrades like faster engines (to run with), cooler powerplants and better heatsinks (to counter heat weapons and use silent running). Explorers can also go for faster engines and faster FSD charge times. Traders and Miners can go for better shields and stronger hulls (because traders and miners make good sums of money).
Is it perfect, no. Does the idea of it sound more fun than having to spend time doing activities that we do not enjoy? I would say yes.
There is a lot of assumption here, that the majority of players only prefer one type of activity. Is that really the truth? I don't know. I do know there are quite a few of us that enjoy many, most or all venues. Personally, I do exploration, combat, smuggling, trading, mining, missions.. you name it.
That being said, it still makes some types of upgrades only available to some types of careers. Hyperdrives, thrusters and shields are systems I think all types of players would like to enhance; everyone need/want protection, speed and jump distance, especially now that the AI has grown quite a bit smarter. I think anyone with common sense, would like some sort of weapon improvement. In such a case, the model presented in this thread would require people of one single taste to do something they don't like, no matter which line of work they are in.
As it is, as it has been succinctly put, at least the work needed to get these upgrades, are equal for all.
I also think it is better to think of it as having to "pay" for these superior upgrades with the time you put in. The very nature of the obstacles put in your way seem made with a very specific reason in mind: Engineering upgrades are not meant to be omnipresent or fully distributed, thus not easily grindable. If they were, they could just have skipped the Engineers all together and put them up for sale at hilarious prices.
I do notice that the complaint seems chiefly to be towards driving around on the surface. This is actually an activity which really doesn't belong to any particular career. In actual game play it only relates to missions, finding materials and cargo. If anything, it is combat related, due to drones. It seems to me that it was put there precisely to get materials for synth and engineers. If you are into combat, not only can you find materials for the engineer, but also to make special rounds for projectile weapons. .. Imagine your engineer upgraded missile launcher firing missiles which in them selves have +30% damage. .. This packs a wallop. Making players having to harvest such advantageous ammunition themselves, is only fair.
I do understand that it seems incredibly dull to some, but on the other hand.. I haven't seen a lot of complaining (relative to the amount of players/the amount that complains when complaining really is going on). I wouldn't be surprised if a lot of people are satisfied with the system as it is... at least at the moment.