This again runs into the problem with the difference between an actual average player and the average forum poster.
- There need to be at least some activities where a beginner can both succeed and make a profit, or no-one gets out of the Freewinder.
- It seems common sense (players go on about "risk reward balance" all the time) that more difficult activities should result in a greater profit, if you succeed.
- So a skilled and experienced player (which includes everyone here) is going to be succeeding at the higher-end activities and regularly getting a substantial profit.
- (It's a multiplayer game, so they can also donate some of that surplus profit to their friend in the Freewinder anyway.)
The specific problem with introducing noticeable maintenance costs (beyond the current completely trivial ones) is that it leads to obligations to optimise.
If I do a bit of flying around, I'm probably earning 5-10% of the maximum possible credit rate for my ship. So if maintenance costs are high enough to matter at that level, they're not high enough to be noticeable to someone who's actually trying to maximise credit earnings. On the other hand, they're unrecoverable to someone who's earning much less than I am.
Elite Dangerous isn't really a game about trying to optimise things (there are plenty of things you
can optimise, but you're not required to) so anything which requires that ... you need to do activities F, G or H - you can't do I or J because you'll fail too often to get a profit, and you can't do D or E because they won't cover your costs at this stage ... is going to be very unpopular