Just popped back into the game after several years away. I started in the original beta and witnessed most of the game's gold rushes (except the current mining one) and spent many months when active, back in the day, campaigning for better combat rewards but discussions like this one always missed part of the issue; content design.
Pay has largely always been skewed towards activities other than combat, even when we could mass stack missions (an unintended design that shouldn't have been left to the simplistic fix it received without further care and development to maintain higher end combat pay rewards at a suitable level) but that's only part of the problem.
The other part, for me, is that I return to the game in its seventh year and, except for some minor alterations, the things that we do as combat activities remain exactly the same as in beta.
CZs are fundamentally the same. What you do in them is the same basic format of combat as it's always been. Resource sites, basically the same. Nav beacons, the same. At least the Thargoid content introduced something new but from what I can see that's a pretty niche part of the game with an entirely different set of requirements.
All the majority of combat consists of is random, featureless fights in random, featureless locations with no structure whatsoever. Layered very roughly on top is the similarly basic mission system which helps add a very thin veneer of context with muddled credits benefit (depending, I guess on your willingness to game the stacking meta). But it's still largely featureless. Just a way of augmenting the lack of structure with an RNG objective that's largely identical every time.
I know that scenarios have been added over the years but it's the complete lack of development on the core combat scenarios that's most glaring to me, as a returning player. Why are CZs still so basic? Besides immersion fluff in the form of added audio transmissions that give feedback (welcomed in isolation), the idea that dropping in to fight randomly spawned opponents in an entirely featureless, empty location with no structure to it besides "well done, you won, now reset the instance to start again, yay" is, somehow, acceptable in a six year old game is baffling.
You just look at every phase of development over the years... PP, CQC, Planets, Engineers (both the original iteration and the extensive rework), mission system, passengers, crew, mining, exploration, Thargoids and now FCs... At no point in all of that did someone pipe up and say "you know, combat scenarios could do with a bit more meat to them... We've been basically using the same RNG placeholder systems introduced in beta..."
It is a little irritating to see comments like "Fdev focused on combat for years" when none of the above actually updated any of the existing, relatively hollow combat scenarios, into rich combat focused content beyond the seven year old whack-a-rng-mole we've got.
I'm assuming we'll get much the same style of "dynamic bland" combat scenarios with Odesey as well.
I don't care if mining is the current gold rush. I took part in a few of the various gold rushes years ago (starting with rare runs early on and ending with the long distance smuggling runs) and the one consistent feature of how Fdev handled each of them was they negated each without clearly attempting to maintain the viability and rewards by expanding upon what actually made each of them fun to do.
There really should be a pay scale that ramps up as you gain ranks and thus access to more rich and diverse mission scenarios. There really should be a massive array of CZ scenarios, ranging from novice skirmishes at the fringes of the conflict, right up to coordinated raids on bases, fleets, ground locations and so on, for more advanced players.
And they should get more pay for it.
There really does need to be more focused missions for bounty Hunters, pirates, mercenaries and even combat smugglers (or anti smuggler bounty Hunters even) that begin with a scenario and expand into a short, but detailed event at certain relevant locations. Fulfilling the entire event's stages should reward more and more and rank should affect all of this.
The obvious golden ticket would be somehow blending all three forms of combat into one beautifully structured opera (space, land vehicular/structure and foot) with Odesey (but there's not a chance we'll see that because all history points to is it'll be just another entirely isolated game play module that is kept very much separate from everything else we do).
Then, and only then, can I agree that combat got the love it's needed since launch.