You're going to the other extreme as if the game would only give you contracts you "can't do". The game can have a variety of contracts and you grab the ones you want based on what you plan on doing. Small trade contract and you have small capacity? Grab it if you want that money and it lines up with what you wanna do. Big contract and you have the capacity? Same thing. Big contract and you don't have the capacity? Up to you to take it based on what you can do to fulfill the requirement and other factors. Heck why am I writing this out?
The game doesn't have to tailor and scale everything to the player and limit player choice as if the player were an idiot unable to make their own decisions. That's what Bethesda did when they added enemy scaling to The Elder Scrolls games ("what if the player faces something they can't do right this instant, oh not that's bad!" mentality) and part of why that series turned into a joke along with dumbing down anything that required the player to think. Such mechanics contribute to making every part of a game feel artificial and stale and also cut opportunities from enterprising players.
I don't need the game to decide in the background whether I can take or want to take on this trade contract or not. Show me the damn contract and I'll decide myself.
Depending on how things get implemented it very well might end up going in that extreme direction. I don't expect it to, but it's not impossible, and what little I'm reading isn't giving me the impression that it's not at least going in that direction. It'd be nice if the game were to offer multiple options in terms of contracts, basically the "I can imagine those people in bars stuck in a bind being in charge of more than one shipping deal" idea I mentioned earlier, but as of right now that's not how the game works, and I haven't heard about any changes along those lines (though in hindsight it would be nice). Right now any given planet might or might not offer the option of one singular contract, which I can do unless I'm already hauling a ton of cargo around. If those contracts end up becoming a chore and/or impossible to take because they exceed my fleet's cargo capacity regardless of what I'm carrying, well, isn't that a step backwards?
There is something to be said about taking away player choice by tailoring offers and opportunities to scale with the player's capabilities, but there's also something to be said about having choices which are not meaningful and/or good. In Daggerfall I can work the character creation process such that I can create a character which can kill Vampire Ancients, one of the most powerful enemies the game can generate, five minutes after leaving the tutorial dungeon. Alternatively, if I choose to use a normal character I'm at risk of unavoidable death and/or quest failure every time I rest, because the game might generate a Fire Daedra to ambush me long before I have any means to do anything but run away in abject terror or die trying. Is that a good choice to give the player? Learn to exploit the daylights out of character creation to create absurdly overpowered characters, or accept that RNG might randomly kill you dead with no possible recourse?
Exactly this.The player can make their own choices no problem.We could go even further and be able to "rent" extra ship capacity to fulfill a contract too big for our current fleet.It's always nice to have the choice presented.You want to trade some of your combat ships for added Atlases to serve a contract???Sure,that's a casculated risk/reward choice.Not to mention,the lore and the game mechanics strongly suggest that these contracts aren't offered to us,they 're broadcast in the vicinity up for grabs.it's not thematically and shouldn't be tailored to us in any way.
Now,the new contacts SHOULD offer more tailored jobs,since they know who they 're talking to and what the player can do.The new patch notes show that we can dictate to some degree what jobs they 'll provide,so that's covered.
I'd be fine with being rented ships or having the option to rent ships like that, and with contacts knowing your fleet's capabilities and offering contracts to match, or with bar offers being more flexible and everything. But the patch notes doesn't say anything about any of that. The patch notes says "Delivery missions: offers will now occasionally exceed player's cargo capacity". That, to me, sounds like some amount of the delivery contracts I'll be offered will be for more than my fleet can carry, which means either not taking the contract because I can't do it (in which case why offer it at all?), refitting my ships to focus on cargo space (tedious to do constantly, and if contracts end up exceeding that refitted fleet's limits I'm right back to square one), adding more ships to my fleet (not always available or possible once I reach the 30 ships soft cap) or switching out ships (what's fun about flying to a place to dump a Paragon, pick up an Atlas from somewhere, do a delivery contract which hopefully is still there and afterwards come back to pick the Paragon back up?). I just don't see how this is a change for the better, how cargo contracts that exceed a player's cargo capacity add anything to the game but missed opportunities or tedium (lategame moreso than early game).