General Wounded evac missions on Thargoid attacked systems unbalanced (low payout)

I've been running both regular Evacuation missions (those requiring Economy Passenger Cabins) and Wounded Evacuation missions (those requiring Cargo Racks instead), to help in the war effort vs the Thargoids.

I've found that "pound for pound", regular Passenger Evacs pay way more than Wounded evacs. Even taking into account that Cargo Racks are more "space efficient" than Passenger Cabins, the difference is abysmal:
  • Regular evac: 70 passengers for about 10 millon credits (and up to 5 lvl5 rare carfting materials)
  • Wounded evac: 20 wounded for about 900k credits (and only 1 lvl4-lvl5 rare carfting material)

Given that the risk involved and the drop points and travel distance are identical, I think the payout for Wounded evacs are too low for the work required.

Have also in mind that, even as Passenger Cabins top at Class 6 (32 passengers) while Cargo Racks go up to Class 8 (256 Tn cargo), most damaged stations are Outposts and only have Medium landing pads available, so only ships with up to Class 6 slots can land for evacs, negating this difference.
 
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Have you been importing needed good that can also be used for emergency procurement missions at the station you're heading to, or literally picking one of those up on the way out so you have cargo to bring in?
I've been doing it with about 40T of cargo on an evac-python geared mostly for refugees, and the final payout hasn't really changed from when I only ran passenger cabins. So it's very limited data and extremely anecdotal, but seems to more or less make up for the one-way-profiting system that refugees provide.
 
The real payout of those missions are the boatloads G5 materials you get even without ranking up with the factions. Just saying - credits aren't everything.
 
The real payout of those missions are the boatloads G5 materials you get even without ranking up with the factions. Just saying - credits aren't everything.
As I explained above, the Refugee evacuation missions (cabins) give 5x times more G5 materials than the Wounded evacs (cargo). This is, in fact, even worse balanced than credits...
 
Have you been importing needed good that can also be used for emergency procurement missions at the station you're heading to, or literally picking one of those up on the way out so you have cargo to bring in?
I've been doing it with about 40T of cargo on an evac-python geared mostly for refugees, and the final payout hasn't really changed from when I only ran passenger cabins. So it's very limited data and extremely anecdotal, but seems to more or less make up for the one-way-profiting system that refugees provide.
While hauling cargo in the "entry" run will net some credits indeed, it will increase considerably the needed time for a round trip (as you not only need to find a station to procure the goods, given that Rescue ships don't sell commodities themselves, but also you move slower with cargo, thus a few more jumps might be needed to travel from the Rescue Ship/Market station to the damaged port).

So, in the end, you won't be making any more money in the same timeframe, (probably less in fact)
 
Shameless cross-post, but the other, more substantial issue with "evacuating wounded" missions is this:
It is far quicker and easier to load up on passengers than it is to load up with this god-awful UX design.

I'd happily ignore the profit margins if it wasn't for this horrid experience.
 
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