I think - as long as it was still possible for a careful Commander to make a decent profit - that this would be a good thing, no? A sure-fire, guaranteed profit on every contract is a bit dull. Plus, the player is being rewarded in two ways: in money, and in reputation. Granted, if you run out of the first you won't have much use for the second, but it should be a balancing act.Switeck wrote:Requiring the player to source the commodity would be interesting, but then you probably won't be able to keep the profit predictable...or in some cases, even profitable at all!
I think this is an area which could be looked at - how fast your reputation goes up and down, how easy it is to reach the really high-earning contracts, and how easy those high-earners should be once you get them (i.e. there should be more of a balance of risk to reward: perhaps the word gets out about the high-value cargoes the player is hauling these days).Switeck wrote:My whole reason for changing them in the first place was almost exactly that -- gold/plat/gems sometimes were unreasonably profitable, but most of the other cargos weren't. They were really bad even at max reputation -- carry 100 TC of something at least 40 LY, get paid 100-1000 credits profit. You could lose reputation faster than that.
I don't have any objection to the player making profits - even to the player making big profits - but there should be some risk, too: both the risk of losing money/reputation if you choose the wrong contract, and the risk of attracting pirates as you get more valuable ones.