There's a case to be made for 'free through gameplay' cosmetics, but you have to understand how and why it works. First, let's roll with an example:
EX: The Military, Tactical, and Vibrant Paintjobs become purchasable through certain conditions.
These are the most basic paintjobs of Elite and nearly all (new) ships are immediately released with them available. The strategy is that player gets new ship, immediately wants to customize it, spends a little cash and gets what they want *from limited options*. As time goes on, more paintjobs and kits are released, prompting player to buy *again* new cosmetics to replace old cosmetic. It's a tried and true model, nothing insidious per se - just works.
Now then, to the OP...
If we made those three paintjobs 'unlockable' through parameters:
-Reach X rank in Combat for Military Paintset
-Reach Y Rank in CQC for Tactical Paintset
-Reach Z amount of assets for Vibrant Paintset
And you make these parameters fairly easy to attain *but time intensive* - say 20 hours gameplay - you lose out on that first purchase but increase incentive to buy.
Now here's the problem: that increased incentive to buy doesn't translate to repeat purchases like a cheaper model (the existing model) does. So while you'll get a higher conversion rate on purchase *per commander*, total revenue can actually decrease...depending on the existing saturation of purchases.
In laymen's terms: if a lot of the playerbase already buys stuff, this change will actually HARM revenue. If, on the other hand, the majority of players *are not* buying - this change galvanizes turnover at the cost of potential return business...but if you already lack business, this doesn't matter. Games like Elite, which have no subscription, depend on microtransactions to generate substantial revenue. The trickle of paint, decals, and what have you, is all designed to maximize revenue over time. Again, this isn't a 'bad thing' and they aren't taking advantage of you - it's just business.
I would LOVE for there to be unlockable decals and paintsets - but one must recognize these would almost certainly have to be the most boring of the available products. The search and rescue decal (something I'd love to have) makes sense as an unlockable...to a player...but is too valuable of a potential sale to just throw away as an unlockable.
EX: The Military, Tactical, and Vibrant Paintjobs become purchasable through certain conditions.
These are the most basic paintjobs of Elite and nearly all (new) ships are immediately released with them available. The strategy is that player gets new ship, immediately wants to customize it, spends a little cash and gets what they want *from limited options*. As time goes on, more paintjobs and kits are released, prompting player to buy *again* new cosmetics to replace old cosmetic. It's a tried and true model, nothing insidious per se - just works.
Now then, to the OP...
If we made those three paintjobs 'unlockable' through parameters:
-Reach X rank in Combat for Military Paintset
-Reach Y Rank in CQC for Tactical Paintset
-Reach Z amount of assets for Vibrant Paintset
And you make these parameters fairly easy to attain *but time intensive* - say 20 hours gameplay - you lose out on that first purchase but increase incentive to buy.
Now here's the problem: that increased incentive to buy doesn't translate to repeat purchases like a cheaper model (the existing model) does. So while you'll get a higher conversion rate on purchase *per commander*, total revenue can actually decrease...depending on the existing saturation of purchases.
In laymen's terms: if a lot of the playerbase already buys stuff, this change will actually HARM revenue. If, on the other hand, the majority of players *are not* buying - this change galvanizes turnover at the cost of potential return business...but if you already lack business, this doesn't matter. Games like Elite, which have no subscription, depend on microtransactions to generate substantial revenue. The trickle of paint, decals, and what have you, is all designed to maximize revenue over time. Again, this isn't a 'bad thing' and they aren't taking advantage of you - it's just business.
I would LOVE for there to be unlockable decals and paintsets - but one must recognize these would almost certainly have to be the most boring of the available products. The search and rescue decal (something I'd love to have) makes sense as an unlockable...to a player...but is too valuable of a potential sale to just throw away as an unlockable.