There is nothing wrong with delivery missions as they are. I'd adjust them personally but well we can talk about that later. They help all players regain money when losing ships. If anything, Cargo/passenger missions are a HUGE success, honestly one of the best additions to the game recently :).
The fact that Cargo Delivery missions have no collateral cost is further reason to get them over anything else. someone is chasing you and you are about to be caught? well I'll just delete these missions no problem - "woooosh" increased my speed because i have no weight in my hold... I am still being chased? alright well I can just surrender delete the missions and get new ones somewhere else. I'm not advocating that they should have a collateral cost, I'm just trying to create a picture in why people do missions instead of trade goods, when "trade goods" should be the best money maker.
Why do I have a problem with it? As other folks have said, a lot of activities are rendered "too risky" or "not good enough" because of these missions:
1. Trade goods - the fact that short to mid range trade good runs are piss poor in profit and money making ability. it is largely agreed that the only way to "actually" make decent money with trade goods are 2-3+ hour trips (4-6 hour round trip). When you factor in all the risk, the purchase price and sell price of trade goods, you realize you could make a ton more money (reals) for less time with cargo/passenger delivery missions. In fact, a large amount of trade good runs that would be "short to mid-range trade runs" are a net negative after factoring in tax, that's just straight up messed up.
This NEEDS to be fixed.
2. The adjustments on xp and real rewards for sinking NPC ships is still "low" and I think further adjustment should be made.
my solutions? as follows
A. All cargo and passenger delivery missions should have a reduction in real rewards of 10-25%, but always have a doubloon reward. These missions should be skewed in making more doubloons instead of reals.
B. ALL trade goods that are sold at ports that consume the item should be giving a good 20-40% more in revenue. and honestly I'd say it should be even higher of a sell price (30-50%). Trade goods should absolutely be the #1 way to make the most reals in PvE activities.
C. Sinking ships should again be giving more reals and XP. I'd honestly double everything here, for both PvE and PvP.
want a further alternative solution?
A. seriously consider lowering all costs in building prices, I think this is a huge issue for a lot of players in that a big reason for everyone feeling poor or not having enough cash is directly due to the prices of "everything."
I'd honestly rather have a game where i make 1,000 reals and spend 800 reals instead of what we currently have where I make 100,000 and spend 95,000. It just feels incredibly swingy with 1 minute i have 5 million reals, and the next minute i have 50k reals and once again really poor.