For the sweet, profitable reward of like 50,000c, you're up against:
- Always a heavily defended planet belonging to a major faction, possibly inside a system full of other planets of that faction.
- Patrols always aware of your coming for some reasons and always seeking you out, even with Transponder on.
- Having to go into the market undetected.
That means you have to do all sort of hassle like preparing a stealth fleet, hack some comms, or a combination of those and some more baiting maneuvers. It's time consuming and the daily supply of maintaining your expensive stealth fleet that could sneak into the Hegemony's military worlds undetected for that excess amount of time should cost more than the quest reward ever amount to. There's a good chance you'll get caught once or twice even with all that investment, so that's a potential loss of some relation and 1 story point, too.
You're really better off just sell the dinky 30 units of drugs they give you to some independent market on the way, even without a mark-up because it's simply isn't worth it to even try to find a market in need of 30 units of things. If and when a revenge fleet comes for you, the freaking salvage from them will costs more than the quest ever give.
Now compare that to just regular player-decided smuggling. As long as your freighter is bigger than a frigate, you'll probably make more than 100,000 credits per trips. And for that profit, you'd be up against:
- Toilet-like stations like where Kanta lives, or undefended planets in the middle of nowhere.
- No patrols and no need to be undetected. You can have your transponder on, be refused entry, then turn it off and be granted entry like nothing ever happened.
You can even smuggle to heavily defended planets belonging to core factions with Transponder on. There's no need to sneak. It's fast, it's convenient like stopping for a resupply, and the consequences? Nothing outside of some slight penalty to relation because patrols take a few seconds to realize you have been doing illegal things with Transponder on and by that time, your Substain Burn have already reached Burn 20 and you are already 80 years ahead of them toward the nearest jump point.
Even if you are caught, as long as you were selling instead of buying, they have nothing to find and can only punch your ship, giving you a slight CR reduction that costs like 3000c to fix.
Right now the only use I have for smuggling quest. When I want to *** off factions on purpose. I don't want to be the one who declare war, but I WANT their planets, so I take smuggling quests, gets detected, and have them declare war on me. That's it. It's literally useless.
I think the old trading quests should be brought back. They're more fun than endless smuggling and can range from wildly profitable to losing you large amount of money. I don't know why they were remove but I think they are not as profitable as endless smuggling, but way more fun, that's what I wanted from the game.