Wing hauling missions aren't overpaid, yet exploitable

because those amazing missions

https://snag.gy/gjnpwt.jpg

divided by 4 will simply make you never play any wing missions again. Regular trading itself exceeds the payout of those missions even without division by 4 or 2. So whats even the point of these 3 rolled missions? Some kind of intelligence check to see who has the economical comprehension of a space ameba?

What you have pointed out there is a balance problem, not a good argument in favour of multiplying payouts based on the numbers of players. If the rewards were doubled for those missions but then distributed amongst the wingmen, solo players would earn double the money (which would be about 1200 credits per tonne, which is pretty reasonable), 2-ship wings would be completely unaffected while 4-ship wings would no longer get brokenly large incomes simply by virtue of having friends.

Plus you are only neutral with that faction, obviously they aren't going to give you decent missions. Most of the wing missions I've seen are 3000+ credits per tonne for a single hop, which beats out all but the greatest commodity runs on top of being much easier to find.
 
"exploitable" is a code word for "people can get things as easily as I got them before they nerfed it"

It comes from the desire to say "i got something you dont got" but people need to take a step back and think about others instead of only themselves.
 
None of this does anything to make it more attractive to actually do the missions. There's simply no reason for anyone to do these missions, no outcome changing events. I was making 20K per unit hauling poop. I am not going to wing up to make 6K to do mission stuff. If I was going to wing, it's going to be to shoot something. Winging to haul makes absolutely zero sense to me. Perhaps if you had a fleet you could subcontract that would be different, but wings?
 
they need to do three things:
1. up the difficulty by having challanging pirates interdict you, and have the mission giver add a REASONABLE bonus for killing those (kill elite conda for 90k extra: LOOOOOOL)
2. keep the credit/tonne hauled stuff at least at the level of a solo transport mission
3. divide the credit reward by contribution + a minimum.


that way, wing missions make sense and contribute to the gameplay
1. you get missions where it is beneficial to take a trading ship, without the need to relog 100 times ot fill your cargo hold to the same station
2. you get missions where you can work together with friends - and even if one of them is just there to fend off the nasty pirates
3. the exploitable situations are minimized.
I swear sometimes I think there are two different people at FD with two completely different economy concepts. One thinks 300K is a lot of Cr to kill an elite pirate and his wingmates and the other will offer 30m for a short one way hauling trip.

The only reason hauling would pay that much is because of the dangers and low odds of getting there. Therefore, if you can neutralize that danger you should see a couple things:

1. High payout for doing so
2. Haulage payouts begin to drop
 
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Why does this bother anyone? Who gets hurt by someone gaining credits quickly, especially if the only one being taken advantage of is the chief hauler of the wing? There is entirely too much "policing" being done in this game, if you ask me (which you didn't, but imma say it anyway).

"Wah! Why did that guy make X just for flying escort for the last part of the mission? He didn't even haul anything!"

Did you have to pay him? No? Then S da F Up and watch your own HUD. I swear to God, there's so little altruism in some of you people. You must get all excited when someone says "if it makes you feel better, I had a miserable time too."
 
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