This right here, players are craving feedback, there doesn't have to be a massive monetary reward but there does need to be a significant reward.
It would go a long way if the rewards were delineated at the beginning of the goal, in the case of an "unknown" reward, it should be either very impactful to the galaxy and in line with the event, yield lots of money, or do something very unique as players are throwing their time and effort into an unknown.
In my opinion (for what it is worth) this particular goal was extra frustrating because there was no supply-demand gain, despite what would effectively be infinite demand, profit margins for medicines were small, which just leaves players that much more exasperated. If you want players to have a charity option, give them one (sell medicines for high price, at cost or donate) and for those who choose to donate or sell at cost, create some kind of unique recognition/reward.
What follows those kind of options is emergent gameplay; players forming a charity group, campaigning for it on the forums, in the game and elsewhere, a trader with a charity load going to the system pleading with a pirate to let them go so they can donate and the pirate sending them off or even escorting, the options become as big as this gorgeously rendered galaxy. Some will make every credit they can grab, exploiting a system in need, others will happily play the Samaritan, it elicits an emotional response, and those moments in gaming are awesome. That is why we (some of us, I dare say most) play these games.
I don't think it is enough to have it simply affect the background sim, something in the foreground needs to happen, or people walk away very dissatisfied.