Im refering to value by utility really. In other words, how valuable is the work to the faction. Bounty hunting all day should be worth far more to a faction in influence gain than one or two turn ins. You can even use transactions to achieve a value based system. By iterating transactions into smaller chunks like murder is, where every murder is a transaction, you essentially achieve a value (utility) based system where effort reflects your influence reward.
...so the entire mechanic, but people have been confusing what I mean when I say value.
You're getting nowhere with this thread, eh? Maybe because you admit bounty hunting would be better if split into smaller transactions (each kill = 1 point, let's say), which is exactly what Jane Turner suggested on an earlier page, and is different from influence by credit value of the bounties; yet, you're complaining that trade is exploitable because it can be broken into smaller transactions by number of stations visited. You're splitting hairs for no clear reason.
In your own definition of 'exploit,' which you kindly shared from Wikipedia, we should understand that an exploit is advantageous over non-exploits (which this trade issue isn't), and that what constitutes an exploit can be controversial and highly debatable (which this is, just barely).
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