This stems from a thought I expressed just now in another Suggestions thread. Basically, I'm a little confused by the missions you can pick up in Starsector's campaign, which - aside from Commissions - all encompass finding some form of cargo and then getting it to a location within a deadline. On its own I have no problem with this mechanic, but in the grand scheme of the game (and some dubious mission criteria) I have a few issues I would like to mention.
1) Mission deadline. I have no idea if procurement missions generate with a specific deadline based on how far the mission pickup and cargo destination are away from each other, but it certainly doesn't seem it. An awful lot of the time I find my fleet being asked to transport X amount of cargo from Arcadia to Hybrasil in 15 or even 10 days. Even with a speed 10 fleet, emergency-burning off cooldown the entire way, this is not possible. I would very much like to see this reconfigured to set the procurement mission deadline roughly on the time it takes to travel from the mission pickup and cargo destination locations, with some leeway for finding the cargo and then modified by how desperate the recipient is for the delivery (is it an emergency, or a casual delivery?). Needless to say, I do love the "bonus for quick delivery" bit of the mission when they occur, as it usually works for a larger audience of fleets - slower fleets can gladly accept the base payment, while a faster fleet can attempt the speed run for some added benefit.
2) General transport contracts. Procurement contracts (Find X cargo and deliver to Y location within Z days) are all well and good, but they seem a little strange to completely make up Starsectors contracts. I feel there should also be, perhaps more commonly, General Transport contracts you can accept, which instead of forcing you to find the required cargo, give you the cargo straight up and say "Take it over here as fast as you can". I imagine this might encourage players to steal cargo, which I believe (don't quote me on this) is why we have Procurement contracts instead of this: it would make an easy way for players to infinitely farm cargo for free. A way around this may be to require a positive standing with the faction to be offered the contract, or perhaps if you accept the goods and then make off with them, when the deadline runs out the employer contacts the authorities and sends a fleet after you to see what the hell you're up to...
Additionally, to balance the existing procurement contracts further, I think the destination for them should be the same place you pick up the contract. Feels a little more right to check the jobs at a planet/station and see a local guy who's looking for some specific cargo [that isn't currently present there] and requires you to go out looking for it.
3) Bounties. Not just set by one faction on its enemy, but the "So-and-so is a notorious pirate captain with a sizeable fleet..." bounty. I would suggest this comes up in the missions as a contract, rather than a general comms transmission. Bounties would then be more like going into the sheriff's office and looking at the MOST WANTED board. That feels more like bounty hunting to me, other than waiting for the authorities to announce them.
I'm sure there are many reasons why Starsector's missions are set out the way they are at present, but hopefully this is some food for thought for some players (and maybe even some developers!)