Yes, 'cost effective' isn't the right phrase. What I should have said was 'time effective' - I was really only looking at the first example - but still a bad choice of words.
Are we sure that it's the number of missions undertaken that affects the influence most or the value of missions? Or is it a combination?
For example, there are missions that offer 3m or so for the destruction of 50 pirates. Hunting down and destroying ships takes much longer than it used to. That 3m can be earned quicker by doing a couple of long-range deliveries or a succession of more local missions.
Which is the best use of time and therefore the most effective?
Or is it better to have more fun chasing down the bad guys?
So given the increased difficulty of CZs (which wouldn't be so bad if there was a low-intensity zone in the system I'm fighting in, character doing this doesn't have much cash and is in a cheapish vulture) if "value" is what matters nowadays, it's much more time and value-effective for me to run missions than to kill ships. I can quite easily drop a mission worth 200k in the time it would take to kill a ship or two. Sure you can stack the CZ missions, but most of them are for 6+ kills and, well, stacking still feels really cheap and as if it shouldn't be a thing. Maybe why they give 0 influence at the moment?
Noting the value comment, my own mental jury is out on this one. It's really hard to judge, but I've had nights where I run 20-odd missions at 200k each and get not much progress influence, then other nights I run two or three worth a 1-3 million credits, and I get a similar change. Dunno if it's the cap setting in or that the mission reward is what matters now (though this would conflict with the ingame representation of low/med/high influence gains from missions, not that i've seen anything besides medium to date. Have seen low rep gain)
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