FD can simply add a risk calculation equation taking variables into consideration to affect payouts for combat kills.
RtR (Road to Riches) is just a highly optimized way of using "exploration" for profit with the use off out of game tools.
I don't know why it has become the standard for exploration payout.
I always cringe when I see people use it as a standard earning for exploration and compare it with the average earnings of Trade or Combat.
I'm pretty sure if you use a highly optimized trade route (with the help of offline tools) or Combat Mission (e.g. Skimmer missions) you earn like 5 times the amount of RtR.
I have seen Yamiks bring it up several times now at it makes no sense.
That said, I agree with the OP that general combat earnings (e.g. CZ, HazRez, figthing Thargoids!!!) need a reward buff.
Far too metagamy for my tastes.
High risk missions should command high pay because that's the only way to attract the talent necessary to succeed. Paying someone more just because they deliberately under-prepared sounds like some sadistic game show or stunt on the Red Bull channel.
Trading should have a higher payout than combat, after all trading is the basis of wealth creation in any economy.
You tend to compare the maximums and R2R is maximum, so is haz-rez bounty hunting or CZ mission thing .
You compare the best possible results obviously as average is different for each person!
Not sure what you mean.
What I propose would simply reward each person for what they actually bring to the table according to what they face as "risk".
I'm all "eyes" if you have a better solution that doesn't alienate an entire portion of the playerbase simply because of subjective opinion or pure hyperbole. I haven't seen one yet that actually addresses the problem, just a lot that want to penalize others based on their own playstyles rather than accept the fact that FD made this game for a lot of different demographics.
So you can either keep "wishing" things would change, or attempt to address it now. Which would you prefer?
I mean it's silly to pay someone to turn a crank if that crank doesn't do anything.
And that's the problem I have with it; what you propose is about as backwards as can be if trying to depict a plausible setting. Rewarding someone for their subjective effort rather than the objective accomplishment is asinine. The same job should pay the same no matter how hard or easy it is for the one doing it. Most missions should be "get x done", not "suffer n difficulty in the pursuit of x".
I feel the status quo, as flawed as it is, is better than subjective payouts.