None of the missions provided, or indeed the entire missions system for that matter, has any cogent logic applied, and there is no consistency in action. Because of howling, because frontier just do the needful to attack one issue at a time, and because people say "I don't really understand.." and assume that about covers it.
Missions system is a wasteland of illogical, inconsistent twaddle; it should instead be one of the signature pieces of code written by Frontier. This is Elite. Yet there is always, always someone ready to defend the abomination for being "not that bad? I don't understand.."
It is bad. The entire missions system is bad. It needs love and feeding and a proper, contextually relevant and consistency pass that ensures there is something for everyone, with payouts matching investment and risk; as was intended.
It won't, ever, if it continues to be the standard people walk past. It's diabolical. Take a step back folks and apply some critical thinking. It'll do the world of good.
I agree that the mission system can be absurd. I just don't think this is an example of that.
It's actually more of an example of how individual missions
should pay... if we had a sensible mission-generation system providing them in a viable manner.
If we consider how poorly some missions pay, and yet how lucrative the same missions pay during any kind of "gold rush", I think it'd be unwise to simply dial-up the rewards for missions.
If that's how FDev "solve" this problem, all they're going to do is create more work for themselves when they have to manually nerf even more aberrations which allow people to earn insane amounts of credits when the conditions allow it.
It occurs to me that we have 2 main restrictions in our ability to earn credits; ship slots and the 20 mission cap.
Ship slots, especially with regard to passenger missions, limit a ship's viability.
Having a ship the size of the Beluga which can only fit a maximum of 9 cabins, for a total of around 180 passengers (flying "coach") is completely bonkers.
If it was up to me, I'd give the Beluga a whole heap of restricted C2/C3/C4 slots for "VIP" cabins and then give it 5 or 6 big slots for "coach seats" and/or equipment.
And then I'd revise the mission generator so it catered for that sort of configuration.
And then there's the mission cap.
The fact that we can only take 20 missions, maximum, limits the viability of delivery missions - either cargo or data.
Using the real-world as an analogy, I doubt FedEx would exist if a delivery van could only take 20 parcels at a time - or if each delivery van was carrying only 2 or 3 giant parcels.
What ED needs is more (a LOT more) small-volume cargo missions, so you can pack more cargo onto your ship.
And then, finally, it needs for the BGS (or whatever works this stuff out) to create specific, viable, trade-routes AND for the GUI to be modified so you can filter missions by destination system/station - even if the mission-generator doesn't actually provide
more missions.
*EDIT*
Some rough sums regarding the Beluga...
It has 11 slots:-
4xC6
2xC5
1xC4
4xC3
We can assume that passenger cabins define the physical size of a slot - cos they'll be larger than a cargo rack of the same class.
We can also see that E-rated passenger cabins hold the most people.
At a bare minimum, we can assume that each passenger requires 2m³ of space - so they can stand up or lie down.
Yes, based on these assumptions, E-class cabins would be seriously cramped but let's go with it.
Thus, we can estimate the physical volume of each class of compartment.
C6: 64m³
C5: 32m³
C4: 16m³
C3: 8m³
C2: 4m³
For convenience, we'll assume a bulkhead height of 2m, which means the footprint of each compartment is half the volume.
C6: 32m²
C5: 16m²
C4: 8m²
C3: 4m²
C2: 2m²
We can now calculate the entire footprint of the capacity of a Beluga.
4xC6: 128m²
2xC5: 32m²
1XC4: 8m²
4XC3: 16m²
Total: 184m²
With 184m² to play with, you
could configure the Beluga as follows:-
3xC6: 96m²
2xC5: 32m²
4xC4: 32m²
4xC3: 16m²
4xC2: 8m²
Total: 184m²
That'd give you 12 slots for smallish cabins, one of which could be fitted with a fuel-scoop if required, and 5 big slots for a shield, SLF hangar, cargo racks or bulk-passenger modules if required.
Overall, that'd give you a ship that could
definitely take on at least a dozen "VIP" passenger missions at once
and then fill up with "coach class" passengers too - thus meaning you'd have a ship that could actually take somewhere near 20 missions at the same time - if the BGS/mission generator could provide them reliably and viably.