I think it's best to post this as a general idea and open the discussion instead of directly throwing the same idea into the Suggestions board.
I bet we will all agree that the FOnline player needs to spend much of their playing time getting resources and crafting to be able to have a reliable "income" of gear (weapons, armor, ammo, drugs) that allows them to participate in many of the game's activities. This is especially true for participation in "professional" PvP, which demands a lot of time getting the necessary gear.
These activities are varied and different from each other, they include crafting, farming, stealing from NPCs...
The problem is that these activities tend to feel like chores and they usually have even more activities attached to them (an obvious example is levelling an alt for stealing, an alt for farming, and alt for crafting...) - These chores make the experience of playing the game less enjoyable and also reduce the general "quality" of the game, especially when we think about 2238 as the multiplayer instance of Fallout.
Anyway so far I'm not saying anything new. What I actually want to discuss here is: would it be possible to have a better crafting system?
By a "better" system I am talking about a system that felt more comfortable to the player and that made it less necessary to do all the things players do to get gear: level tons of alts, spend a lot of time just clicking clicking clicking to craft stuff, or clicking clicking clicking to mine ore and minerals, stealing from NPCs, doing quests just to have enough rep with Gunrunners to be able to craft there (and then wait until they can repeat the quest)...
A "better" system would allow players to get gear through an activity that felt more integrated to the rest of the game, for example by needing less alts and doing it with team work.
I have personally been thinking about a crafting system based on factories. Basically the idea is: we have factories in our faction bases, and they require NPCs (slaves) to work. Slaves are taken to and placed in bases, and more slaves equals a higher production rate. Faction leaders/important members can use the base terminal to planify production and then wait for the items to be made. In a way it'd be similar to the production of rot gut, beer, cigarettes and nuka-cola.
But we'd still need to spend time getting iron, minerals, fibers, etc. So a new way of getting resources could be made, to go with the factory system.
I've always thought it was weird that you could walk into a town's mine and grab some of their resources without any cost. Instead of that, what about doing a mini quest to get those resources? for example, you talk to a NPC in the mine, and he hires you to protect the mine workers from the attack of wolves, raiders, supermutants, whatever. There could be different levels of difficulty with different rewards, so these quests could be done by characters according to their level.
This way we would be able to get resources and craft gear using our "normal" PvE characters.
Some notes:
1. Although you can always make an ad hoc team and share the reward, and personal bases already exist, this system would probably make things complicated for loners, especially for players who have just started playing. So maybe this could coexist with current crafting and gathering system, only to allow players to craft basic gear easily during their first steps in the game.
2. There are a lot of details that would require a rework. For example blueprints should work in a totally different way (making them work for the entire base factory and not for just one individual character?)
I think the idea is clear enough. Maybe I could have expressed it in a better way but I think it's easy to understand the general concept