I did actually read it as their entire motivation for playing was earning credits.
As you resort to that beaten old strawman of the tried and true abstract concept of a "win button", adding zero value to the discussion, I'm not so sure you were able to follow them then. Edit: Or even wanted to in the first place? "Earning" being the key word OP did use and emphasized throughout their post. Unless you like to argue that amassing credits by partaking in a challenging, yet well rewarded game mechanic is not intended in Elite Dangerous?
@OP: I hear you. The everlasting circle of Frontier wasting time by chasing over-effective credit making schemes they clearly didn't intend while simultaneously introducing ever new ones as side effect of mission generation RNG and background sim is imho a pretty sad thing to watch. I've given the same thing a bit of thought and posted a suggestion for a fix in the suggestions sub-forum, but frankly, nobody's shown any interest in discussing it whatsoever. Still, I feel that this would allow to address precisely what you are complaining about.
Summary of the key points, bolded part for emphasis on what I feel would help to introduced controlled high-profitability missions that aren't the ususal exploits Frontier feels the need to nerf into the ground every time they show up:
- The mission board has to persist through modes.
- Per system, per station and per faction, a player should only ever be able to take single mission of one mission type. E.g. "massacre 100 enemy ships". As long as that mission is pending, no other mission of that type/faction/station will be generated/offered to the player.
- The missions must offer the player an opportunity to select a scaling factor, chosing the missions "payload" and scaling payout accordingly. E.g.: "Bring us X tons of resource Y". The player should be able to select X from a range determined by the game and the payout should scale accordingly. This removes the need to take a dozen of the same RNGenerated piecemeal missions and spend 15 minutes on mode hopping and mission board re-instantiating to even get them.
- All of this prevents over-effective mission schemes, that usually appear, because missions are RNGenerated, players can take a load of the same mission types from one faction and station and there's a high chance of same mission types spawning in corner cases of the background simulation. Which Frontier has no hopes of thoroughly testing before a release whatsoever, let alone balancing them.
Net effect: mission give both, low and high rank players more value for their time due to proper scaling. Nobody has to re-instantiate the bloody mission board all the time anymore and hop through game modes, resulting in less time wasted on not playing the game, but having to "game the game" instead. Frontier gets pretty precise control of the payouts offered with missions and is far less likely to unknowingly untroduce ultra effective exploitative schemes resulting in less time wasted by the devs on threadbare "fixes" and workarounds.
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