When I started out in ED, I remember trade community goals being an excellent way to make money, often on commodities that are not usually traded. Usually, it would be the most profitable trade available for that commodity, occasionally becoming an incredible source of wealth. Since it changed regularly, it was more varied than most other money earning techniques. It also ensured CGs would attract lots of attention.
Recently, that has changed. Prices at hauling CGs are now significantly less than best price for the commodity requested. I checked Indium prices on Inara. Filtering for Large Pad stations in the bubble with recently updated prices in Inara does not list the CG system on the first page. With the most recent CG, I saw that prices for Cobalt was low enough that Aegis could buy stuff from us and resell it at a reasonable profit in a neighboring system. This may be thought to be a result of wartime necessity, but the CG descriptions do not mention this, using the same language about generous rewards.
While not every CG needs to be a money machine, it would be better if the rewards would be near or above a best case sale price for the commodity. This will encourage participation, increase the amount of viable trade routes, and provide more varied ways of making money. I think the types of goods requested are normally well arranged to have one or two higher profit items, and some cheaper items to make trade viable for newer commanders or when the big ticket items run low. The prices just need to be bumped up a bit.
Recently, that has changed. Prices at hauling CGs are now significantly less than best price for the commodity requested. I checked Indium prices on Inara. Filtering for Large Pad stations in the bubble with recently updated prices in Inara does not list the CG system on the first page. With the most recent CG, I saw that prices for Cobalt was low enough that Aegis could buy stuff from us and resell it at a reasonable profit in a neighboring system. This may be thought to be a result of wartime necessity, but the CG descriptions do not mention this, using the same language about generous rewards.
While not every CG needs to be a money machine, it would be better if the rewards would be near or above a best case sale price for the commodity. This will encourage participation, increase the amount of viable trade routes, and provide more varied ways of making money. I think the types of goods requested are normally well arranged to have one or two higher profit items, and some cheaper items to make trade viable for newer commanders or when the big ticket items run low. The prices just need to be bumped up a bit.