I think that mission pay should escallate as your rating as a pilot increases.Wisq wrote:I don't play the WC mods, but I've heard that cargo missions pay more in big ships because the holds are bigger -- hence, more cargo, more money.
To avoid insane rewards in big ships, isn't the simpler solution just to put a random cap on cargo mission quantity (hence, reward)? It seems somewhat unlikely that all merchants have an infinite amount of cargo to move, and even less so that they'll entrust it all to a single courier.
i.e.
I need 10 Uranium to go to Liverpool Refinery.
I'll pay:
100 per unit to an untried pilot.
125 per unit to a pilot with a completed mission score of 25.
150 per unit to a pilot with a completed mission score of 50.
Freelance Mission Scoring:
A failed mission, one where you die, whether you respawn or not, is a -1 to your mission score.
A completed mission is a +1 to your mission score.
A completed campaign mission does NOT count on freelance mission scoring.
A completed URGENT mission, where time is of the essence is a +2 to your mission score.
Conversely, it's a -3 to your mission score if you fail the URGENT missions.
A dangerous mission is a +5 to complete and a -0.5 when failed.
Merchant's guild pilots should get 10% more at a standard mission computer and 25% more per mission at the guilds for being guild members. Make that guild membership worth something.
Right now, it seems I get as much or more from the mission computers as I do from the guild. Of course I haven't really been flying a lot of cargo missions and I haven't been looking at what I can earn.
W.