I totally agree with your pertinent/ beautifully laid out analysis CMDR. (I've done it all... reached mostly the same conclusions.)
This is still a problem for even new players that want to trade in solo. You simply can't do any real trading in the hauler, defined as buying goods at one station and selling them at another for a profit. The hauler's cargo space is so small and its jump range is so low that your profit margins will amount to just a few thousand credits. To start earning any real amount of profit you at least need a Type 6. Which means that for the first million credits a solo trader is stuck doing hauling missions for pennies on the dollar or spend 45 mins+ each way hauling rares.
But the problem is much, much worse for pilots who want to focus on combat or exploration, because hauling missions and rare trading aren't even remotely related to their chosen careers. They're the ones always looking for exploits to help them speed through this part of the ED. This is exacerbated by the fact that progression is painfully slow at all levels of those careers, which has many skipping the entire portion of game up until you get an Anaconda. So now ED is filled with players who view the the entire time period until you can buy a big ship as nothing but a time sink to be bypassed as quickly as possible.
Long term this is turning away players, and you should care deeply about that. More players means more money for new expansions, new patches, and new content. And that benefits everyone, even you in solo.
There's nothing wrong with ED being a journey. But right now there's effectively only one path to that destination, and it's a path that really isn't intended for everyone.
And if I may say, I fear it is even worst. It is not the path intended/ laid down by FD. But a random path born out of necessity, “playing” half of the game in the forums. You can became aware of it only if you dig through the forums. This is an unpredictable and inherently uncontrollable path, and coupled with the fact that it may be the only path for a decent progression in terms of time, it is obvious why there is no easy fix for FD.
My suggestions (short of a total overhaul of the gameplay mechanics):
- Integrate somehow the forums and the external tools in the game, to preserve as much immersion as possible (maybe using an embedded web browser as a short term fix?)
- Mission convergence for Solo/ Open play. The exact same missions in both instances, coupled with a timer showing a countdown until the missions are updated. This will only work if the missions pay out a fair amount of benefits either in credits, rank or materials/cargo scaled with the challenge and the current rank. It is all about tweaking the system you have in place.
- Create a rudimentary system that allows the players to create missions for other players.
I really like the game in terms of scientific realism, graphics and sound. But I would very much like to gravitate towards it more than when new content is released, each time hoping I’ll find some of the much needed fixes to the overall mission system/ gameplay.