...because the current system is obviously on the verge of dying.
No, the current system is acceptable if imperfect. It's only when you take your logic(players should have freedom to do whatever they want to do! It's only a game!) to its logical conclusion that things quickly degenerate into nothingness. It's a fundamentally flawed approach to game design, I hope you realize that. RESTRICTIONS are what make a game fun and interesting, not the opposite.
I notice, when you want to attack
me, you ignore all of the pertinent bits of the argument, but hey, admitting that attaching actual content to the rank ladders would improve the game denies you the ability to make
ridiculous accusations like the one quoted. Extrapolating behavior from a universe of one may give you Unity, but it certainly isn't good Logic.
I find it ironic that you accuse me of doing this, while doing exactly the same thing yourself. But please; if I've in any way misrepresented your argument, point out WHERE and we can discuss it.
But you can't just say "That's misrepresenting my argument!" in a vague and undefined way and act as if that means anything.
While we're discussing game design, forcing players to do things they aren't interested in usually just results in criticism of the game and an abandonment of the undesired content as soon as possible.
That is absolutely, 100%
wrong. Players have a fundamental resistance to doing
anything difficult or different. Take Gwent, for example, in Witcher 3. Many players never bothered to do it, and were somewhat annoyed when they found themselves pressured to do it.
But the annoyance was very minimal in the grand scheme of things, and many players, who found themselves forced outside their comfort zone, actually discovered, to their surprise, that they
loved gwent! By 'forcing' players outside their comfort zone, they actually made the game far better for a huge number of players!
If you never take the risk of forcing players outside their comfort zone, you'll end up with a bland, uninspired, unmemorable game.
I don't know how Frontier handles their character profiles, but there are certain requirements inherent in your proposal that cannot be reduced including the data I mentioned and the ongoing interaction with the rank system and the additional processing that requires.
The reason I regard this as ridiculous is because the game
already transfers a large amount of data back and forth. The addition we're talking about here would be so small as to make an
indistinguishable difference in the quarterly report.
If your house were moved one foot further away from your workplace, 20 miles away, would you notice? Would
anyone notice?
Maybe, but only as a curiosity. It's a completely irrelevant sidetrack that has no purpose other than to distract the discussion from its primary focus, game design and balance.
As a final thought, the "logic" you are forwarding would be equally applicable to forcing people to go to Deciat in Open over and over to be blown up by the PaP (against, as versus implies competition they don't want) crowd until you have either been reduced to a Startwinder for lack of funds, or until you have experienced every possible variation of the Gank crowds' ships. I am willing to bet money that you won't do it, though.
The principal difference is that going to deciat as a noob is a death sentence. Doing these pve missions is eminently possible, even by unskilled players.
Gameplay
balance is an equally important distinction. Throwing noobs into a pvp zone is never going to be balanced, while pve missions are designed and balanced around the player in question and their rank, bypassing this issue entirely.