Smuggling Mission - Immersion vs Reward
I can see the reduction in payout for the smuggling missions and I agree with it. I don't think that I should make a buttload of money for merely running ~30 jumps through barren systems where your biggest threat is fuel scooping. I do think this can be adjusted as follows:
Tune the mission parameters: I just got paid 500k for transporting 7 units of beer 250 LY. Are you telling me that the system there cannot find beer anywhere nearby? It wasn't even illicit cargo. Smuggling missions should not require the transportation of stacks as we do it now. Instead of "transport 7 units for beer", create a unique cargo item of 1 unit "unique_weapon_part_xyz". The unique item cannot be sold in the open market, and it should cost one unit of cargo space.
Payout vs Trips: With a reduced cargo space requirement for each mission, the rewards can stay lower but as a counter-balance, the smugglers can work on picking up more contracts. The more contracts you carry around with you, the more challenges you face and the more heat you get from authorities.
Difficulty: Presumably NPCs can scan me in supercruise and try to interdict me, because that happens regardless of what I am doing. But there are two problems here: The aggressiveness of the NPCs is not relative to the value of the cargo I carry. I get interdicted by ships when I have a 'haul' of 7 units of beer. If the NPCs can detect the cargo, then their level of effort and aggressiveness should be relative to the value of the cargo you are carrying - not the reward value of the mission. But you shouldn't be paid 500k for beer transportation either.
Interdictions: I understand interdictions-to-kill happening when I'm wanted, or I am and enemy, but not for carrying illicit cargo. Why does every NPC wants to blow me up? That won't net them the cargo - they should be doing what we do, and use limpets or requesting we drop the cargo. Exploding my ship serves them no purpose. In real-life, if the feds find a human-trafficker, they don't kill the captives. The same should apply for pirates when I don't have a bounty.
Start/Destinations: As a smuggler, I have a ship loaded with heat sinks and some guns so that I can sneak into the port, but also fight back if interdicted. The challenge I'm prepared for reflects the ship modules I've chose, but unfortunately the current smuggling missions leave me feeling like a trader due the the lack of challenge. I shouldn't be running a mission through empty space, that's not what you want a smuggler to do. That's something for a trader to do. Smugglers should be presented with a challenge of avoiding authorities in populated space. We are traders of illicit goods, not long distance transports on the fringes of space.
Using some changes like the above, I think we can have a true risk/reward for smuggling where the potential reward is relative to the challenge, but not as easy to acquire as just getting on phat mission with 30 jumps through empty space.
Thoughts?