Why aren't there market economy effects around missions? Specifically, if a certain station is attracting 10,000 players to do a specific mission type, why doesn't the payment tank? Alternatively, if certain mission types are never done, why doesn't the offered payment start to increase?
I'm being deliberately vague about the specifics of how this work. Mainly just wondering why, in general, an approach like this is not used to put a degree of self-balancing into the mission system.
I'm being deliberately vague about the specifics of how this work. Mainly just wondering why, in general, an approach like this is not used to put a degree of self-balancing into the mission system.