i don't know, missing the figures we can only speculate. i've read get-rich guides which involved an hour flipping and 20 minutes actually playing. it was just an example to illustrate that abusive (not meant in a bad way) behavior by (proporionally) few can still have huge impact.
i've only flipped occasionally, and not done it for a while, but a year or so ago you could refresh instantly just by switching modes. this might have changed, but from frontier's announcement i assumed this was indeed an issue for them. server overload is always a problem as it hurts game experience, but if this produces abnormal situations that need to be handled by the support team then the cost becomes prohibitve pretty soon and something must be done. that's the motivation behind this i think.
I guess it's one of those "hope for the best but plan for the worst" situations.
Clearly, we HAVE have had plenty of occasions where the mission-generator has fallen over in the last 12 months so it's daft to say "But, it's
only 2.8%!!!!".
We know that, in-extremis, the mission-generator can't handle the loads placed upon it.
What we
don't know is how near to capacity it's running the rest of the time.
I mean, if it's running at 80% capacity most of the time that
might explain why mission choice is limited.
If you have a "pool" of 100 missions, do you provide 10 missions of 10 different types, thus making them all "rare" thus, possibly, encouraging
more board-flipping and exacerbating the problem or do you provide 30 missions of 3 different types and hope that people will accept that's all they're gonna get and not bother board-flipping to find different ones?
Fundamentally, it seems like this is about easing the load on the server, which
might mean a larger variety of missions can be provided and
should also mean that mission-spawns and payments can be tweaked without having to worry that changes can be exploited disproportionately by the 2.8%.