Short version:
- Rewards over 50m crash the mission board generation
- Generating more than about 100 missions (give or take five or six missions) results in massive slowdown, usually never delivering a mission board back.
These make no sense to me. Usually that sort of bug where there's a hard limit on a value is some sort of overflow issue, where the value exceeds some power of 2 and you end up with negative values. These numbers aren't anywhere near a hard power. For the mission boards in particular, the efficiency is related specifically to the number of missions generated. With these two samples below, you can see there's orders of magnitude diffence, for just a quarter of the missions generated.
Full mission board generation of =~ 100 missions, taking approx 25 seconds:
Source: https://www.youtube.com/watch?v=1v-jOhfNcbc
Partial board of =~ 25 missions, taking approx 3 seconds:
Source: https://www.youtube.com/watch?v=Ljs4RR4fJRU
So 4 times the missions takes 8 times the effort... that smacks of some major coding inefficiencies. Of course, I'm not calling developers "bad" here, rather, the inefficiencies are a result of there being
actual logic behind how the missions get generated which is very complex, but overall, offers not much beyond what a "random" selection of missions would offer. There's already plenty of evidence the mission board generations take into account what's been generated previously... but is the outcome really worth that overhead?
I'd suggest not, and that it's just a Rube Goldberg machine at that point.