Yeah, while I can see there being alternatives to "just haul these massive amounts of stuff", I don't think "just pay a bunch of NPCs to do it with the massively abundant credits that players have spent the last decade optimising out the fastest methods of obtaining" is the solution.Thing is... alternate activities should be just as time-consuming... that's what balance looks and feels like in a game. That doesn't result in everything "being the same"... rather it lets you tailor play to your preferred playstyle, where that playstyle is an option.
For example... FD might baseline "It should take 10 hours of effort to build an outpost"... whether that's 10 hours of hauling, 10 hours of escorting NPCs or 10 hours of... i dunno... mining?
But your proficiency and expertise applied to that then looks like 20 hours of hauling (because you suck at sourcing rarer goods), 8 hours of escorting (because you're a jet combat pilot) or 12 hours of mining (because you just enjoy a casual mine without minmaxing stuff). So yeah, alternates shouldn't be less time consuming than hauling the goods yourself, unless you're not good at hauling goods.
The suggestion might then be "Well ok, what's wrong with paying NPCs and it takes 10 hours?".... the issue there is the completely botched economy. It's safe to say whatever might be a "reasonable" cost could be earned in about 1 hour of Massacre Stacking[1], or 100 hours of ordinary mission running.
The issue then becomes the realtime factor. Not many people can do a 10 hour session on a game in one day... so that might look like four days straight of 2-3 hours of play each day, or 2-3 hours once a week across four weeks. The choice is on the player there. FD probably have a "baseline" standard for a player where they've decided the time taken for a solo player to do the different types of main orbital are Outpost: Day(s), Coriolis: Week(s), Orbis: Month(s), thus we get the 1 month timer for the initial port; doable, but not easy for a solo player.
But given the choice of that, versus "Do one hour of massacre stacking and NPCs make it arrive 10 hours later"... that's way less playtime (which, as a business, is FD's goal[2]). It would be a no-brainer to do that rather than actually do the hauling or whatever.
It's absolutely against FD's (or any game dev's) interests to implement content[2] in a new update only to have a way to go "Play the old content instead and just pay currency to skip it[3]"
[1] insert your favourite unbalanced meta here.
[2] I'm not going to go in to bat for how FD achieve that, only know that it's an obvious goal of any game company; to have players playing their game more, rather than less.
[3] Unless you're whale-hunting... I think higher of FD than that though.
I think FD have been pretty clear that this was always a group activity that would be hard, but doable, as an individual. People like to work towards those big goals... that's why I reference the Thargoid War. I don't think anyone complained about "not being able to solo a Thargoid-occupied system" and needing to be able to pay NPCs so it could be done solo... I don't see any difference with this either. It's impossible to have an activity which, when identical in process, is easier for individuals than it is for a group. Such outcomes result in groups operating as individuals and coordinating externally to simply do things faster.
Honestly, part of me wonders if FD shouldn't double-down and increase the costs of coriolis and orbis by an order of magnitude or two, to emphasise that those are really intended as group efforts?
There's several mechanisms that can be used as an individual to encourage others to help too.... when my group (who is now, mostly, disbanded) decided to support a particular faction, we geared it up in a way that meant it would net a lot of passive assistance from random passer-by's. When I played solo in EVE, I didn't try and compete with the big groups, I worked out how to work my way into their logistic loops with services that reaped profits which could be used to incentivise others to aid my activites without ever being part of a formal group.
In the other threads like this I've always figured a less direct approach would be more appropriate:
ie, the alternate method should be slower than delivering directly, in exchange for being able to do things like dump a cutter's worth of semiconductors or whatever at whatever large pad markets are available instead of having to drop 48 here and 53 there at every construction site in the system, or build some agricultural settlements so you can forget about the fruit and vegetable requirements on any further constructions in the system. That sort of thing. With the right starting markets, theoretically the system would build itself eventually, but it would require careful planning and also have the issue that maybe you don't want to (or can't) get a refinery going in your nice scenic ELW system with no landable bodies.Rather than just automating the work away completely and dealing with the awkward questions around simulating them (would these haulers take their stuff in open? Appear in solo instances? What if one gets shot down by pirates?) I'd prefer to see a more subtle representation of this sort of thing.
Use the commodity markets, local economies, and delivery missions.
Someone sells a bunch of commodities at a market that are in demand elsewhere in the system? Especially if you sell more goods than there's local demand for at the markets? On the economic tick, those goods get snapped up by the local market and taken to chip away at the construction requirements.
The presence of construction sites should generate source&return and delivery missions at local stations that directly contribute to progress.
A station local to the system that produces particular commodities should slowly, over time, eat away the requirements for those commodities (at the cost of those goods being at lower supply on the markets while construction is ongoing)
And so on. And so forth. If you want NPC activity to help you build your stuff, there's a whole economic simulator in the game that could be tapped into.