A (partially) player based economy would add another dynamic to the current delivery missions, (maybe 25 %), - It would create a purpose for these types of missions besides pew-pew or just earning credits - A player would have to find or choose the commodity that is needed for that certain state, (famine- war- boom, etc.) - By avoiding the pirates or the NPC's protecting the targeted system against the incursion, It would be a type of goal for faction or "free" player involvement without much of an adjustment of the current games' state of play - An additional % of delivered units of a needed type of commodity would ensure a bonus or an increase of status by the player for the SuperPower or the Local Faction involved. Laying a minefield at the system entry point or a faction patrol squadron on the shipping route would encourage the shipper to adjust the route used for delivery and also make the opposing parties consider a viable plan to counter the mission.