I notice that I like figuring out where to get a commodity and then taking the necessary trip half-way across the bubble to fetch one of it. Or four.
To transform this into more activitiy in the game, I picture Engineers trading Materials - they might screw over players slightly with a 2 for 1 exchange rate, yet allow transforming a rarity grade x material of one occupation (combat/mining/prospecting) to one of a different kind. Instead of always immediately granting the material the player aims to get, I picture a rock-paper-scissors-lizard-spock kind of wheel; with a lil luck completed in one trip to one engineer, with slightly less luck requiring jumping from engineer to engineer a few times.
The luck value there is the initial RNG of the loot drop - the transformation wheel is fixed, maybe even memorable as certain tastes in the engineers start to show.
To transform this into more activitiy in the game, I picture Engineers trading Materials - they might screw over players slightly with a 2 for 1 exchange rate, yet allow transforming a rarity grade x material of one occupation (combat/mining/prospecting) to one of a different kind. Instead of always immediately granting the material the player aims to get, I picture a rock-paper-scissors-lizard-spock kind of wheel; with a lil luck completed in one trip to one engineer, with slightly less luck requiring jumping from engineer to engineer a few times.
The luck value there is the initial RNG of the loot drop - the transformation wheel is fixed, maybe even memorable as certain tastes in the engineers start to show.