Greetings, Commanders.
First off to introduce myself. I am CMDR StarfireIX, a fan of the Elite franchise and currently studying at University for Games Development & Interactivity, so please forgive my lack of activity on the forums
. I've come here to voice my concerns in regards to the recent controversy with the new payouts for wing missions. This thread has been marked as serious on the title, so if you're going to drop by and leave a comment that has no meaning or relation to this thread, then look somewhere else. These will be my honest thoughts and opinions of the issue in discussion, so feel free to voice your honest thoughts as well on the matter.
Let's start off from the beginning...
The Money Problem - Poster by StarfireIX. Assets used from ED Assets
Elite: Dangerous launched as a massive galaxy for players to explore, fight and trade across the stars. CMDRs chose different professions, from Bounty Hunting, Mining, Piracy or fighting other CMDRs. Money hotspots weren't that common at the time, until when popular spots like "Robigo Smuggling" appeared. These destinations used to reward players from 30m per hour to 70m per hour, and this is still seen as a high amount of credits to make. Subsequently, the gold mine was nerfed and smuggling distances were reduced because of high payouts. Since then, More systems to make CR appeared followed by a nerf at the end. From Robigo, Sothis & Ceos, 17 Draconis, Aditi, Quince, Rhea to Upsilon Aquarii.
A few weeks ago, two new popular systems for making money were reported as bugs for various reasons, including one that allowed players to sit in a station for hours while making millions of CR. In response to this, Frontier had shut down the missions in prep for an update they were working on to fix the issue. When the update was made live, several CMDRs complained about unexpected tweaks to wing missions, due to a highly unstable RNG system for cargo requirements and the reward itself. I spoke to Adam Waite, one of the designers for Elite: Dangerous during a discussion of the wing mission issue. Below is a screenshot I referenced which shows a clear issue with the numbers on this mission.
So.... What is the Problem?
The Problem is to do with the Random Number Generation (RNG) system designed for both the reward and cargo requirements of a mission. There is no proper minimum or maximum limit for cargo, so you can end up seeing a 3m CR mission for 400t, or 1m CR for 3,000t... worse... 4m CR for 8,000t. Of course, all these numbers depend on factors such as distance, rank and reputation. Even if you do make it to Allied with a high Elite rank, the payouts and requirements are extremely random, causing players to be nauseated over what they want to do.
The Solution
Make ALL mission rewards similar or the same as eachother. If you don't want to see another "100m/h Money Maker, go to System A then B", then I suggest you look into balancing mission rewards properly for all professions of the game. You may not like what I'm about to say, but EvE Online's ways to make money are all the same and it's a 14 year old game. The only thing that may be slightly more profitable in EvE is exploration, but the risk is dangerously high. You can't have a mission worth higher than the other without some sort of risk. Asking an EvE veteran about ways to make money will result in him saying "any profession can make you money". So you can see where I'm getting at. If not, here is an example of how it could work for smuggling and trade:
So the above demonstrates that when hitting certain ranks or reputation with a faction, it sets limits on what RNG can randomize for reward and cargo requirements. I'm not sure if this may be stable to use on servers, but it can be possible for sure. For smuggling, the risk levels and reward increase the further out you go in terms of LY. If your destination in supercruise is really far to get to, then the system only gives you a bonus rather than adding the bonus when you accept the mission in the first place. This should help in response to the insane payouts that were seen for passengers at Rhea or Upsilon Aquarii. (while also better utilizing the bonus mechanic that was introduced around Update 2.1)
In regards to risk levels, the higher it is, the more you are in danger of being pulled or chased by hostile NPCs. They can vary from Pirates, Warlords or even Thargoids! Some parts of missions, including smuggling, need this type of feature to give the player a feeling of meaning and danger when he commits to doing these missions. If we see changes in all professions, especially mining, combat, trade, exploration and passengers; then I assure you that money hotspots will barely be a thing unless bugs occur or tweaks need to be made. We want players to enjoy doing other professions with equal rewards, not do one specific role because it's the most profitable out there!
If you're reading this Thread, Frontier, then I hope you take this as my honest feedback on what needs to be reviewed for the better future of the game. For one, I certainly hope this game continues to improve for the better, especially for other CMDRs. If you have any questions or concerns, feel free to let me know. As for the community, what are your thoughts on this? Do you think professions like combat, mining and trade need to be equal in reward but a few with some risk and adventure?
Stay Dangerous, CMDRs!
- CMDR StarfireIX
First off to introduce myself. I am CMDR StarfireIX, a fan of the Elite franchise and currently studying at University for Games Development & Interactivity, so please forgive my lack of activity on the forums
Let's start off from the beginning...

The Money Problem - Poster by StarfireIX. Assets used from ED Assets
Elite: Dangerous launched as a massive galaxy for players to explore, fight and trade across the stars. CMDRs chose different professions, from Bounty Hunting, Mining, Piracy or fighting other CMDRs. Money hotspots weren't that common at the time, until when popular spots like "Robigo Smuggling" appeared. These destinations used to reward players from 30m per hour to 70m per hour, and this is still seen as a high amount of credits to make. Subsequently, the gold mine was nerfed and smuggling distances were reduced because of high payouts. Since then, More systems to make CR appeared followed by a nerf at the end. From Robigo, Sothis & Ceos, 17 Draconis, Aditi, Quince, Rhea to Upsilon Aquarii.
A few weeks ago, two new popular systems for making money were reported as bugs for various reasons, including one that allowed players to sit in a station for hours while making millions of CR. In response to this, Frontier had shut down the missions in prep for an update they were working on to fix the issue. When the update was made live, several CMDRs complained about unexpected tweaks to wing missions, due to a highly unstable RNG system for cargo requirements and the reward itself. I spoke to Adam Waite, one of the designers for Elite: Dangerous during a discussion of the wing mission issue. Below is a screenshot I referenced which shows a clear issue with the numbers on this mission.

Hi,
Just to comment. I have changed the cargo requested curve very slightly, you may see more at lower ranks but the absolute maximum that can be requested should not have increased significantly. I have also attempted to increase the rewards of delivery wing missions so that there are less negative comparisons to "solo" delivery missions. If people are seeing missions that have extreme reward issues I would love to see some screenshots so that I can try and diagnose where my fixes have missed the mark.
Adam
Wing missions used to be around 3,000 cargo and now they're at around 8,000. Payouts are too random to be using cargo value as a base for it's reward. If RNG is being unstable, then set a minimum or maximum, using cargo value as the laying of the cake. Some examples:
- 1,500t of Imperial Slaves = 19m CR (13k CR value * amount)
- 3,000t of Gold = 23m CR (8k CR value * amount)
- 1,800t of Tobacco = 7m CR (4k CR value * amount)
Looking at the numbers, the ranges are:
Old - Between 375 and 7500 units of cargo
New - Between 320 and 8,100 units of cargo
If anyone has seen cargo above 8,100 I would be really interested to see that as it means my maths is wrong!
As for the rewards, cargo is an element but we take several factors into account including distance, rank, reputation and distance from the star.
So.... What is the Problem?
The Problem is to do with the Random Number Generation (RNG) system designed for both the reward and cargo requirements of a mission. There is no proper minimum or maximum limit for cargo, so you can end up seeing a 3m CR mission for 400t, or 1m CR for 3,000t... worse... 4m CR for 8,000t. Of course, all these numbers depend on factors such as distance, rank and reputation. Even if you do make it to Allied with a high Elite rank, the payouts and requirements are extremely random, causing players to be nauseated over what they want to do.
The Solution
Make ALL mission rewards similar or the same as eachother. If you don't want to see another "100m/h Money Maker, go to System A then B", then I suggest you look into balancing mission rewards properly for all professions of the game. You may not like what I'm about to say, but EvE Online's ways to make money are all the same and it's a 14 year old game. The only thing that may be slightly more profitable in EvE is exploration, but the risk is dangerously high. You can't have a mission worth higher than the other without some sort of risk. Asking an EvE veteran about ways to make money will result in him saying "any profession can make you money". So you can see where I'm getting at. If not, here is an example of how it could work for smuggling and trade:

So the above demonstrates that when hitting certain ranks or reputation with a faction, it sets limits on what RNG can randomize for reward and cargo requirements. I'm not sure if this may be stable to use on servers, but it can be possible for sure. For smuggling, the risk levels and reward increase the further out you go in terms of LY. If your destination in supercruise is really far to get to, then the system only gives you a bonus rather than adding the bonus when you accept the mission in the first place. This should help in response to the insane payouts that were seen for passengers at Rhea or Upsilon Aquarii. (while also better utilizing the bonus mechanic that was introduced around Update 2.1)
In regards to risk levels, the higher it is, the more you are in danger of being pulled or chased by hostile NPCs. They can vary from Pirates, Warlords or even Thargoids! Some parts of missions, including smuggling, need this type of feature to give the player a feeling of meaning and danger when he commits to doing these missions. If we see changes in all professions, especially mining, combat, trade, exploration and passengers; then I assure you that money hotspots will barely be a thing unless bugs occur or tweaks need to be made. We want players to enjoy doing other professions with equal rewards, not do one specific role because it's the most profitable out there!

If you're reading this Thread, Frontier, then I hope you take this as my honest feedback on what needs to be reviewed for the better future of the game. For one, I certainly hope this game continues to improve for the better, especially for other CMDRs. If you have any questions or concerns, feel free to let me know. As for the community, what are your thoughts on this? Do you think professions like combat, mining and trade need to be equal in reward but a few with some risk and adventure?
Stay Dangerous, CMDRs!
- CMDR StarfireIX
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