Yet there is choice, if you want to get credits for stuff, you are not pigeonholed to a single activity, you can perform any of them to afford the ship/rebuys/FC that you want or whatever.
Salvaging, scenarios, megaship, and installation interactions, search and rescue and the overwhelming majority of missions would hard-disagree there, with orders-of-magnitude difference there.
If you want to raise levels in powerplay, you can do a whole bunch of activities, combat, mining, hauling, hell you can even raid, or sneak around odyssey facilities for merits.
Eeeh. PP2 is a total misfire, so i'll skip that one.
If the current GC doesn't appeal to you, you can just grab whatever participation reward and move on. I will remind you, the top 25% of haulers in the last hauling GC, was 7.5k tons, to get a good reference point of how popular/ how much appetite there is for hauling among the playerbase. That doesn't even get you half of an entry level outpost to colonisation.
Top 25% for several trade CGs was about that. Most trade CGs are about a week.
You get 4 weeks to build an outpost. 4 x 7000 = 24000, which is more than the cost of an outpost. So sounds like FD did the math? I'd note the pattern of play for a CG likely has much less time-sensitivity to it, so that's probably on the lower end of things. 700t is the going rate for a trip... I probably very slowly do 4 trips in an hour... that's 2400t, so that's 10 hours? Over 4 weeks? That's like, 2 x 1h sessions a week.... and it's hauling, the most AFK thing possible.
Now I'm lucky... between two jobs taking 40h+/week, kids, housework, cooking, gym, sports, social events, other stuff, I still get a solid 2-3h gaming in per night... not everyone can do that much, let alone every night... I appreciate that. But based on commentary from the player base here on the forums, I see everything from up to 9 hours a day, right down to maybe 15m once per week. That's a pretty broad gamut, and one that's impossible for FD to create a single activity that caters for them all.
But for a group activity... ~1 hour twice a week for an initial outpost solo... that doesn't feel too oppressive to me? But I guess we have no idea what FD sees as their "standard player", so it's a bit pointless to speculate there.
Colonisation was always going to be hauling stuff, considering CGs to build a station required millions to billions of tonnes of goods. I'm still surprised that people are getting their nose out of joint that they haven't dropped an Orbis in 30 minutes.... "But why can't I pay NPCs! I have eleventybillion credits!"... uh... so how long did it take to get that much money? Like, there's a cognitive dissonance which just baffles me there.
Yet, colonisation is a single monotone activity, hell, hauling for mission stacking is better because even then i have to consider and weight each possible target to try to stack as many hauling missions as possible to maximize benefit, here its just monotone back and forth from the nearest refinery.
And yet there is choice. There's
people who do it for the love of it... you could also incentivise deliveries to an FC (if you had one), or simply work with others.... I hear of plenty of people working together on this and progressing fast; FD were pretty clear this was meant to be hard, but not impossible, for a solo player.
On monotony... again, this is a pretty AFK activity for the most part. I'd suggest 80% of my stuff has been built while doing dishes, cooking up an
involtini of beef, while watching
Day of the Jackal, or some
mindless cartoons with the kids. I dunno... that's just me? But I hear working as a group is a great way to break the monotony, and it'll get done fast?
All said... I wouldn't mind alternative activities... but in reference to mission stacking.... as I've said time and again... the economy is a busted waffle... and it's why for things like this, you'll never see a "pay with credits" option (e.g why we've never seen materials for credits)... unless FD actually rebalanced the economy so that pay and effort were more proportional. So... be careful what you wish for? Some of those "good payers" may just disappear.
We all thought elite dangerous was headed somewhere where devs stopped huffing their own iMhUrShUvE sim to avoid having to do game design, and put in some care into what they made, a lot of people, included me, feel disapointed that this is all there is to colonisation, another system on the tier of powerplay or BGS that is here to add long term goals to the game.
It's ok to feel disappointed. I've been disappointed with all the updates pretty much since FCs went live. This is the first time I've had my interest reinvigorated. So... sorry I'm enjoying myself?