And there lies the problem - they're paying the price for rushing through a bottom of the barrel, predictible and basic BGS to get the game out of the door before it was ready.
Such is the problem with developing games commercially. If they'd spent twice as long making it before 1.0, then kept it high difficulty to successfully put off the casual players from buying in the first place, they'd never have made it as far as Horizons. And being a company with no experience of making MMOs initially developing for an audience with generally no experience of playing them ... they'd still have got it wrong [1], of course.
But... also, it's an Elite sequel initially very heavily marketed on 80s/90s nostalgia. The previous games were not renowned for their difficulty in making money, complex and balanced economic simulations, or monotonic risk-reward curves. Having the opportunities offered by the game respond to cause-and-effect
at all was a major new feature.
[1] At least from the perspective of "long-term credit earnings balance should be the top design priority", which was a long way down the list in the first place, behind at the very least "keeping reasonable continuity with the existing lore", "showing off our ability to simulate a 1:1 scale galaxy" and "appealing to the old fans of the series".
As for earning per hour, it's impossible to work out as the bgs is too basic - for example if the risk / reward actually worked properly then you'd earn more by trading with anarchies, or running illegal goods with the fear of getting destroyed. Conversely landing on a featureless planet and scanning some recoloured thing that looks like a ladypart, or scanning yet another empty system should net you nothing.
I'm not asking for a detailed spec for long-term game balance in a hypothetical Elite V.
Given the subject of the thread, you presumably feel "10 hours for an Anaconda" is too quick, even for someone who's played the game for years and is starting a new alt with all that experience. Which of "100 hours for an Anaconda", "1,000 hours for an Anaconda", "10,000 hours for an Anaconda" or "it should be impossible for players to own Anacondas" [2] do you think should have been the very approximate design target instead?
[2] In all seriousness. While I probably wouldn't agree with it I think there's a very strong case for making the Asp Explorer (or maybe even the Cobra III) the largest player-flyable ship, if we're talking "how game balance could have been done differently".
It wasn't called a mission board, it was called a Bulletin Board, and missions paid significantly less. You were lucky if a mission for over 100k was offered. Courier missions attracted I think 1,000cr... assassinations are what paid out 100k or so... but even then, if you didn't do a good job, you might face 200k worth of repairs. You didn't have faction faces... in fact, it was pretty hard to tell who was offering a mission beyond the major faction offering it.
Generally speaking, you did missions for influence and rep, not for the credits. As a contrast, a salvage mission would pay something like 25-50k, compared to the ~2m today.
As with its FFE equivalent, earnings on the original Bulletin Board were very much balanced around the starter ship owner, and maybe up to the Cobra III.
Sure, you'd only get 1000 cr for a courier mission, but you had 2t of cargo space in your Freewinder so that was a fair bit more than you'd get for using that most of the time. Go to a RES and a lot of the time you'd be shooting down other Sidewinders for 200cr each. The missions paid pretty well in that context.