Currently once a passenger has become unhappy with you there doesn't seem to be a way of trying to placate them. If you continue to make them angry eventually the mission will fail.
My idea is that occasionally when a passenger becomes unhappy they give you the option to negate the effect. An example would be a passenger that doesn't like hull damage. If they become unhappy because you crashed into another ship they could say something like 'This is unacceptable. I need some liquor to steady my nerves.' In that case sourcing the required liquor would put their happiness level back to what it was before the crash. Another example could be that a secretive passenger who is scanned asks you to visit an extra beacon or something 'to make the journey worth their while'.
Once a passenger reaches the penultimate level of unhappiness before the mission fails, they should demand a price reduction. My thinking is that this could be anything between 10 and 75% off the reward (decided by dice roll). If you accept the price reduction their happiness would increase meaning you have more chance of completing the mission but with a reduced reward. I'm not sure if the happiness should return to the maximum level or if there should be a sliding scale where the increase is proportionate to the amount of reduction e.g a 75% reduction would return the passenger to max happiness but a 10% reduction would only go back one level.
You can choose not to accept the reduction in which case you will receive the full reward upon completion but you run the risk of the mission failing and getting nothing. This 'reset' should only be offered once, so if you still anger them after accepting the reduction then you won't be offered any more chances to placate them.
I believe this idea would remove some of the frustration with long-distance data collecting missions where you may return after 12 hours jumping and get attacked and end up failing the mission and not being able to do anything to remedy the situation. It also adds a bit more interaction with the passenger and gives more choice and therefore gameplay to the player who has to weigh up the risk/reward balance of the mission
My idea is that occasionally when a passenger becomes unhappy they give you the option to negate the effect. An example would be a passenger that doesn't like hull damage. If they become unhappy because you crashed into another ship they could say something like 'This is unacceptable. I need some liquor to steady my nerves.' In that case sourcing the required liquor would put their happiness level back to what it was before the crash. Another example could be that a secretive passenger who is scanned asks you to visit an extra beacon or something 'to make the journey worth their while'.
Once a passenger reaches the penultimate level of unhappiness before the mission fails, they should demand a price reduction. My thinking is that this could be anything between 10 and 75% off the reward (decided by dice roll). If you accept the price reduction their happiness would increase meaning you have more chance of completing the mission but with a reduced reward. I'm not sure if the happiness should return to the maximum level or if there should be a sliding scale where the increase is proportionate to the amount of reduction e.g a 75% reduction would return the passenger to max happiness but a 10% reduction would only go back one level.
You can choose not to accept the reduction in which case you will receive the full reward upon completion but you run the risk of the mission failing and getting nothing. This 'reset' should only be offered once, so if you still anger them after accepting the reduction then you won't be offered any more chances to placate them.
I believe this idea would remove some of the frustration with long-distance data collecting missions where you may return after 12 hours jumping and get attacked and end up failing the mission and not being able to do anything to remedy the situation. It also adds a bit more interaction with the passenger and gives more choice and therefore gameplay to the player who has to weigh up the risk/reward balance of the mission