There are so many things to talk about here, good luck moderating it!
RNG-gating vs Skill-gating and the risks of One-Route-To-Rule-Them-All:
Some like to claim that materials are designed to be collected 'organically' through 'regular' gameplay, but if we take something like Wake data - there's (almost) no systemic reason whatsoever to fit a wake scanner unless you're specifically looking for wake data. It's not an organic route for 99% of the playerbase. If the design goal is really to have materials naturally crop up in usable quantities as a player engages with the game this kind of cul-de-sac should be replaced or supplemented with something more mainstream and integrated.
Same goes for HGEs in my opinion. Currently the only way to get, say, Pharmaceutical Isolators other than trading for them is via High Grade Emission scavenging in Outbreak systems*: Outbreak is a rare BGS state occuring for reasons beyond the ken of most casual players and HGEs being RNG means there's precious little player agency in finding these things. "Filter map, pray" is maybe not a very satisfying loop for players who enjoy having agency.
When you do find an HGE all you do is scoop 4 - 5 things in empty space and that's it. Maybe we need some skill-gated routes that can be reliably sourced for skill-focused players as well as purely RNG-gated whimsy routes for experience-focused players. Skill-gated routes could be, as you mentioned in the OP, persistent Engineer missions that reward a fixed amount of a material for completing a variety of tasks - or a way for players to negotiate whatever material reward they want from regular mission givers, with scaled quantities based on material rarity and mission difficulty.
Different players have different skill levels and different tolerances for dice-rolls and not every activity appeals to all players. This is fine in theory, but not when divisive activities are outright required to achieve universally beneficial progression.
Elite's tagline is "blaze your own trail" but so many of the engineering mechanics require players to deviate from the parts of the game they enjoy and get unnecessarily grumpy doing stuff they consider to be asinine. It can of course be good to nudge players out of their comfort zone by dangling carrots, or by creating varied feedback loops, but just to force them down one avenue is... risky.
* You can technically get G5 manufactured materials from large NPC ship kills, but it's still RNG-based, with a drop rate is so low that you could play for thousands of hours and never get what you want. So it doesn't appeal to the "agency" fans any more than HGEs do.
RNG-gating vs Skill-gating and the risks of One-Route-To-Rule-Them-All:
Some like to claim that materials are designed to be collected 'organically' through 'regular' gameplay, but if we take something like Wake data - there's (almost) no systemic reason whatsoever to fit a wake scanner unless you're specifically looking for wake data. It's not an organic route for 99% of the playerbase. If the design goal is really to have materials naturally crop up in usable quantities as a player engages with the game this kind of cul-de-sac should be replaced or supplemented with something more mainstream and integrated.
Same goes for HGEs in my opinion. Currently the only way to get, say, Pharmaceutical Isolators other than trading for them is via High Grade Emission scavenging in Outbreak systems*: Outbreak is a rare BGS state occuring for reasons beyond the ken of most casual players and HGEs being RNG means there's precious little player agency in finding these things. "Filter map, pray" is maybe not a very satisfying loop for players who enjoy having agency.
When you do find an HGE all you do is scoop 4 - 5 things in empty space and that's it. Maybe we need some skill-gated routes that can be reliably sourced for skill-focused players as well as purely RNG-gated whimsy routes for experience-focused players. Skill-gated routes could be, as you mentioned in the OP, persistent Engineer missions that reward a fixed amount of a material for completing a variety of tasks - or a way for players to negotiate whatever material reward they want from regular mission givers, with scaled quantities based on material rarity and mission difficulty.
Different players have different skill levels and different tolerances for dice-rolls and not every activity appeals to all players. This is fine in theory, but not when divisive activities are outright required to achieve universally beneficial progression.
Elite's tagline is "blaze your own trail" but so many of the engineering mechanics require players to deviate from the parts of the game they enjoy and get unnecessarily grumpy doing stuff they consider to be asinine. It can of course be good to nudge players out of their comfort zone by dangling carrots, or by creating varied feedback loops, but just to force them down one avenue is... risky.
* You can technically get G5 manufactured materials from large NPC ship kills, but it's still RNG-based, with a drop rate is so low that you could play for thousands of hours and never get what you want. So it doesn't appeal to the "agency" fans any more than HGEs do.
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