Hi
all good points, but imo there is another way, a half way house of getting the stuff you need over time via the npcs working the BGS - which can be fudged somewhat - or giveing us the option as a series of fetch quest missions to bring the needed materials ourselves. (which we get paid for AND get our gear faster). Tho it would seem i am in a minority for actually thinking that kind of stuff where we are given purpose is enjoyable. Some just want to space truck all day or pew pew with none of the bits in between..... different strokes and all that.
With a well thought out gameplay loop and mechanics in place, you wouldn't even need to have fetch missions forced on you actually, gameplay would emerge on itself based on your needs. The super destroyer thing I wrote about above was meant as a typical example of a situation common (and frankly, quite annoying in my opinion) in X3/TC/AP, but I can bring you a personal one I still vividly remember from X Rebirth, that despite its many, glaring, sometimes crippling flaws also had some things nailed pretty well.
Differently from previous episodes, in XR capital ships are actually built out of several resources, the shipyard will need to have alloy panels for the hull, fusion reactors, wirings, weapons and drone to equip and so on. The first time I had enough money I decided to buy my "dream battleship" at a shipyard, so I went there and "put an order". I immediately saw construction drones starting their work in the drydock, and when the basic shape of the ship hull was starting to take form all the work stopped: the shipyard was out of fusion reactors, and there wasn't a single fusion reactor factory in the entire area of space owned by that faction.
Probably I could have left it there and go minding my businesses around for some days in the hope of someone restocking it, but I wasn't eager to wait days, or potentially forever (NPC economy is unpredictable). So I started my own quest for fusion reactors: found a big factory in another area of space that was producing them non stop but was always out of stock, that meant someone else was buying them as soon as they were produced. At that point I could have stayed there monitoring the production cycle to reserve the batch as soon as it was available on the market, hopefully before anyone else, and even so I would have needed several batches to provide the shipyard with the needed reactors.
I decided to take another road and see who the "mysterious customer" was: some minutes after the batch of reactors was ready, a freighter punctually arrived to empty the stocks, so I boarded it as a passenger to see where it was headed. A couple of jumps later we were in a different system of the same faction, en route to another shipyard that looked like it was churning out carriers non-stop. The interesting thing I noticed is that at the "jump node" of that system, where dozens of cargo ships came and went, from time to time also arrived freighters full on fusion reactors headed for the same shipyard, evidently bought from some other factories in areas I didn't search for.
End of story, I searched for a relatively isolated spot along the route from the shipyard to the jump node, and emptied the incoming ships of their reactors shipment. Faster and more interesting than simply waiting for production, and also a great gaming moment. No need for mission or forced scripting, but you need some solid gameplay loops in place to make it work, and I also have to add that all this adventure unfolded very slowly and required several hours of gaming, something that appeals to a very limited niche of players usually, and definitely not fitting (as always, in my opinion), for a MMO setting.
Aside from the discussion wether Star Citizen can include this kind of economy and related gameplay or not, it would probably be too dispersive for the larger crowd of potential gamers, that mainly goes after action and
pew-pew before slow and emergent gameplay. As mentioned above in several posts, ED already brings some practical examples for this.