The idea for my example is simple, try to get the payouts to Scale with the seniority of players, getting ranks takes time, and gives no benefit. So if they give you some sort of bonus towards income, income being something Lots of people agree its unbalanced and does not pay well on higher "levels". Having something linked to ranks should in theory make things work more homogeneous. New pilots earn the same as today, older higher rank pilots earn more if they got the ranks achieved. In my mind its really that simple.
The curve could be linear or something else, to make the gameflow work.
"In the 1970s a psychologist named Mihaly Csikszentmihalyi experimentally evaluated Flow. He found that a person's skill and the difficulty of a task interact to result in different cognitive and emotional states. When skill is too low and the task too hard, people become anxious. Alternatively, if the task is too easy and skill too high, people become bored. However, when skill and difficulty are roughly proportional, people enter Flow states."
https://www.gamasutra.com/db_area/images/feature/166972/figure1.png
While in these states, people experience:
Extreme focus on a task.
A sense of active control.
Merging of action and awareness.
Loss of self-awareness.
Distortion of the experience of time.
The experience of the task being the only necessary justification for continuing it.
Csikszentmihalyi also outlined four characteristics found in tasks that drive an equilibrium between skill and difficulty, thus increasing the probability of Flow states. Specifically, these are tasks that:
Have concrete goals with manageable rules.
Demand actions to achieve goals that fit within the person's capabilities.
Have clear and timely feedback on performance and goal accomplishment.
Diminish extraneous distraction, thus facilitating concentration.
It is these four task characteristics that game developers should consider if they want to increase the likelihood of causing Flow states in gamers playing their games. I will now go into more detail about each characteristic.