Actually I'd love to have the ability to buy all stuff I am not able to unlock in game.
Unlocking the thargoid bobblehead was a pain, I had to return from Colonia, refit a Corvette for AX,
relearn again how to kill Aliens, and then do the unlock fly-arounds. Sometimes buying things is nice.
The II decal I was two days late for example.
That way I can at least decide if I can haz stuffz.
Sure, you can argue for and against that, but I'd wager if we get a super duper unique unlock in Colonia, a lot of people
would become very salty![]()
I think the trick is to put enough unlockables in the game that nobody really minds where they are. If you have plentiful choices that make sense to the lore, then people might be happier to unlock the ones near them first, and maybe think about venturing out to Colonia, or back to the bubble from Colonia to unlock more.
I'd take any cosmetic I could get ingame on top of getting the ARX, as long as it makes sense in the simulation. I would have trouble describing how much I'd hate to see achievements in Elite...
I wouldn't think of these as achievements, they're more like the rewards that come with RPG-style optional challenges.
Achievements mean next to nothing, and you can't do anything with them, but unlockable customisations that help to immerse you in the world more (best example from my OP being unlocking the so-far NPC-exclusive S&R paint job for doing a lot of salvage work) would be sweet.
Not unrelated stuff like "you landed on a planet 250 times, here's a random pink paint job" though. I agree with you, they've got to make sense in the lore of the game - like if you're constantly ridding the system of pirates, they give you a system security paint job. Even better to that effect would be adding the gameplay to allow us to sign up to be system security and undertake specialised missions to that effect, to go along with the paint job.