Talk:Pilot/@comment-2003:DB:F70F:D6E2:A94A:602A:D0B7:92BC-20200123161428/@comment-2003:DB:F70F:D6EA:ADB1:3BA5:2504:FB30-20200125130148
it's 12%, not 20; so 3*12=36... still substantial, but not quite "60%"
I really wonder how many people know how percentages work though.
There seems to be a believe, that having to pay 12% every damned time was somehow a little price to pay, even though that mounts up to millions upon millions upon millions of "pay" for someone who, most trips, will just be a passanger... that's just beyond any proportional demand. It's ludicrous...
And still: they don't chip in with anything!
This system is in dire need of an overwork; give them a base pay, a bonus pay per trip, a bonus per enemy being shot down, and maybe a danger bonus depending on a) level of assignment (mission; their level vs. demand) and b) value of cargo hold (i.e. how attractive it is to pirates); they can have their "fair" share of bounty vouchers (50% if it's one member, 33% for two each, 25% for 3), for what it's worth -- atleast that makes some level of sense (but NOT the mission rewards) ... and let the player negotiate between these different areas to find a contract best suited to his playstyle.
If this was accomplished then, maybe, MAYBE I could see myself giving 1% of mission payout to an expert(!) pilot (have their share be set off by what you may have had to invest for that mission, like buying goods; if you are too stupid to come up with code/formula for that, let the payout (their share) for those missions atleast be half of other payouts). That's still ludicrously much over the course of time, but atleast it's a far cry from those insane 12%
I swear, those developers know nothing, NOTHING about balance and proportionality...
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