In the post they say :
https://forums.frontier.co.uk/showthread.php/446165-Implementation-of-a-dedicated-mission-server
Which doesn't really say that mission generation gets overloaded, more any crash of the mission system (literally could be some mission bug) brings down other services resulting in disconnects.
When the mission system is getting a lot of use clearly there's going to be a higher chance of a crashe simply due to a greater chance of some catostrophic bug being revealed.
To really oversimplify it if 50 people are using the board as opposed to one, there is a 50x chance of the bug occurring and the board crashing. Aye I know it's really not that simple but you get the jist of what I mean, essentially this scenario is nothing really to do with cpu/memory load as such, but it may be indirectly to do with "load" in a way.
Anyway they say isolating the mission system will stop the disconnects when one of these bugs occurs, and just mean no missions for a bit.
Interesting point, I suppose.
It might be that the mission generator isn't overloading at all, and that the problem is a bug which is more likely to manifest as a result of a high turnover of missions.
Even if that
is the case, though, the causal factors are the same and the proposed changes are just as useful.
Generating a larger quantity of missions, in a busy system, would make the bug more likely to appear, aggressively "flushing" the mission cache, by accepting and abandoning missions, would increase the likelihood further
and applying the proposed changes would make it
less likely to happen and limit the problems it causes.
Having said that, though, from a layman's POV it sure as hell
looks like the mission-generator is simply overloading, with the mission-board taking longer an longer to refresh and, ultimately, players starting to see transaction server errors and get disconnects in proportion to the amount of player activity in a system.
If there was a bug in the mission-generation system I'd assume there'd be a chance of encountering these problems even if you were the only player in a system, if you did enough missions.
This doesn't seem to be the case.
The problem only seems to manifest when there's an unusually large amount of player activity in a system.
Who knows, though?
Maybe that's something somebody from FDev
could clarify?