High reward come with high risk, that's how games work. ...
This one.
If you give well-paid options that are a walk in the park compared to other equally paid options, then you might as well just add a button labelled "GIVE CREDITS NOW!" for those people who want credits but don't want to play the game at all. Progression and a sense of achievement are crucial to a game.
Now, there's been a few people saying that "cargo value should matter, it should make harder targets come after you"... I 100% agree that there should be a sliding scale of how difficult a hauling mission is and that should affect the reward, but again, cargo value should have nothing to do with it.
Consider these scenarios:
- A hauler moving 180t of gold @50k/t from High Sec System A to High Sec System B as part of day to day business.
- A hauler moving 100t of personal weapons @4k/t from an industrial system, to a system with a war state where two factions are fighting to for control of a system. Your delivery is destined for one side of that faction, with the other side maintaining a system-wide blockade to prevent delivery of such goods coming in to the system, with mandatory stop-and-scans for all non-aligned pilots.[1]
That second scenario should be much higher risk and much higher reward than the first scenario. This is why I suggested making cargo more "generic" and with no market-resalable value would actually be a good move by FD. It's absolutely not the value of the cargo that matters most here, rather it's the risk factors, the quantity of cargo, the tonnage and the speed of delivery required. That's still a formula to have two different missions with the same tonnage and same value, going to the same target, with very different rewards (where the risk and delivery time is different).
But
@Ydiss kinda alludes to this a bit in that implementing something like that needs a substantial overhaul of the game, not just tweaking numbers.
- The "risk" needs to be way more substantial and variant than just "size of the ship coming after you in supercruise" which is all but a solved, optional threat vector which virtually adds no risk. There needs to be scenarios where you drop out and face down pirate(s) either by handing over some cargo whether mission or no, or fighting them off, or going through security checkpoints or similar... longer ranges... tighter timeframes... dangerous/harmful cargo (where's the missions to haul 180t Thargoid goop?)... all of that.
- Coupled with that, there needs to be a sliding scale of mission types to cater for different playstyles... low-reward "safe" missions which are just A->B hauling by another name, or safe missions which just have tight timeframes or multijump distances.... through to high-reward missions which need you to fly cargo through an active CZ with one side hostile to you and "hunters" on the field who specifically target you and your cargo.
- Ostensibly, these would all be different mission templates added to an already-bloated system. This just furthers the need to break-down the mission boards into more subtypes a-la Passenger Lounge... with a dedicated board for only trade-type missions, so you can get a guaranteed density of trade-mission offers to get a variety of options for your playstyle.
[1] There's plenty of alternatives to this scenario. Basic Medicines being transported between two Federal high-security medical facilities, pretty mundane, low value goods. Doing the same thing while having to go via a plague-ridden Imperial sector? Suddenly that risk goes up dramatically for the same goods.
Alterantely, there's other cargo types like Military Intelligence, Assault Plans, Diplomatic Bags.... intrinsically this cargo is worthless, and would be worthless to pirates, but would definitely have high non-monetary value to an opposing force currently locked in a battle with the people you're delivering for.