Topic: Balancing mission rewards-> Economic issues
This was prompted by Jita's post highlighting the issue this causes: rapid inflation and empty market.
The mission system scales raw nic earnings way too quickly.
Many new players complain the lower levels are too slow to earn nic and gain rep. So that might be just right.
However, the rate at which earning potential increases accelerates too quickly. Its the high end of this spectrum that is allowing more established players to 'print' liquid nic, thus giving them the ability to empty the markets, robbing the opportunity from new players to get the goods they need. Rep and tokens are slow to earn, but that is what gives them value.
My opinion on how to balance it:
The raw NIC bonus needs to be decreased proportionally across all levels greater than 2.
The missions need to take a bit longer: maybe another spawn to combat missions, more harvest/mined ore required.
Splash damage on beta makes combat missions quick and too easy: perhaps travel distances need to be increased as well (to earn the risk bonus).
It might be time as well to add and revise the mission templates that have been introduced in the new mission system. 3 of each is ok but still grindy... but the system was designed to be extensible right? Use it!
Discuss.