I agree, both of sinkillerj's posts were completely unnecessary. MA stated that even if the mission fails the person will get the AH item/s. MA has heavily implied that missions are created by the players aka until someone wants something shipped their will be no missions. MA wouldn't have gone through the trouble saying that if mission fails it is meaningless to the player asking for the AH item. They would simply state that the fee pool is from the AH fee but the missions are independent of the AH item. While its true they could then go on to ignore the player driven mechanics it seems unlikely. Simply put its easy to figure out that they will be tied together in some fashion aka cargo mission will be spawned when a player creates them... and then they will fall under a time limit as such. It seems unlikely that the system will just randomly generate missions but its possible. Further we can even deduct that missions could be setup in a system where the faster you drop off the soon the player gets the items. Thus the mission fails in 6 hours but if you drop off in an hour then the players gets the item in an hour. This could be used as a sliding scale for reward(aka fast finish/more ped). However even that they will likely set a base reward. The sliding scale probably wouldn't be added because it causes the chance for the loot pool to empty or for mission to have below costs returns. Also requires them to have a TT count down on the cargo box since the cargo box is the same TT as mission reward. I agree hence why I believe they will used fixed rewards... your idea only vastly over complicates the matter... which is why its highly unlikely. Set rewards make managing the system vastly easier then random rewards. Also makes it much more realistic in the sense of doing a true cargo mission.