Might there not be a good reason to have a transaction-based influence calculation? (This is a question for the devs rather than one that players can realistically comment on)
We can absolutely come up with good reasons ourselves and they've all already been mentioned here:
- it shortens the gap between small and large ships without entirely closing it
a large ship is better, but a small ship can still make a dent
- it separates the credit oriented players from power oriented players
to influence a system you have to fight against less noise from players acting without intent to change influence levels
- it decouples credits from influence
allowing to continuously balance one without affecting the other
All of these are pretty damn important in my book and going to value-only throws them all out of the window.
The various threshold solutions
already are a combination of both transaction and value based systems.
This is good, because tweaking the threshold allows to tweak the optimal activity loop.
Neither doing tons of tiny loops for maximum effect nor grinding out for days before turning things in is good.
A threshold can encourage a healthy loop length in between.
The only problem that remains is communicating this to the players.
Right now these things are only considered exploits, because the game doesn't teach them.
They are exploits because there are commanders who know and commanders who don't.
So in my opinion the best solution would be informing players about each individual threshold.
How and where? Through the faction representative of course!
They already have a standard text about how you can help out via bounty vouchers, data and trading when they have no missions on offer.
This could include information about their currently relevant thresholds for different activities.
And there are tons of opportunities to make this flexible as well, making the "meta" different for every situation.
An example I posted on reddit:
A faction at war could perhaps require more small or large ships for their efforts at any given time - and thus increase or decrease their current value threshold to make a difference for them.
A smaller threshold favours smaller optimised ships, since staying out long in a slow lumbering big one won't help.
A higher threshold favours bigger optimised ships, since making multiple trips due to running out of ammo faster in a small one won't help.
This value could go up and down depending on the population and actually involved commanders to shift optimal tactics over time. You'll have to keep up to date with what is currently best.
(whether you swap your ship or not, the optimal moment to turn your bonds in will change)
Similar concept for trading. It's little help meeting all the demands of one high value commodity, if they don't get all the other resources required to process it. It just takes up storage space until other required demands are matched up as well - so trading variety for influence makes perfect sense to me. The contact could inform you how much variety is currently needed.
Better make the system
transparent and engaging than dumbing it down and causing many more issues.