After watching ATV today, I realized that there is still one way to exploit to the service beacons and wonder if it is on the list as something you are aware of? Friends and orgs using them to false increase ratings of each other. What is to stop someone and their buddy from contracting a simple beacon back and forth, giving each other 5 star ratings every time until each has the best rating possible? I have no doubt there are some orgs out there which would do this for the entire group to try and lock in getting the best contracts constantly above anyone else too. Does CIG already have a plan for this or is it expected the current system won't allow this somehow? Even setting a time limit between when you can rate someone, does not work because people will probably take multiple contracts from the same person routinely. Especially as they get to trusting each other. I can't actually come up with a suggestion on how to keep this from happening as an exploit.. which I normally do have suggestions when I post a problem of question.... EDIT: Suggestion! I have been thinking on this and have come up with at least ONE way that this could work to help mitigate the problem: Make the system require a full career of work to get a players reputation up.. i.e., set the reputation system so it takes a LARGE amount and a long time of work to get to levels.. For example, 1 star would be 250 successful missions with good ratings, 2 stars 2500 missions, 3 stars 25000 missions, 4 stars 50,000 missions, 5 stars 100,000 missions. Some people might complain about this but they need to step back and really think about this.. Star Citizen SHOULD be something people WANT to play often.. Much of the game will be driven BY missions! Whether a mining mission or a story based mission.. Whether a combat mission or a trading mission, people will be doing missions constantly and getting to 100,000 missions with POSITIVE reputation, should actually be easily accomplished in a career of your player/character. Require a small 'tax' or fee for "processing" to the trade guilds or some such thing for a completed mission.. just another cost of doing business but would basically also help control the system being exploited. Use a percentage fee so the more the mission is worth, the higher the 'fee'. SUGGESTED by another reply: once you have done 20 beacon missions for an individual, no matter how many more you do, your reputation won't continue to be impacted Same could be applied to organization rep. Once you've done how many missions by the org, your rep will just plateau and not increase further. This forces players to go out and do missions in other areas, with other people or NPC Only the last rating you give someone counts. So I give you 5 stars, and next time 3 stars, my rating of you is now 3 stars. (love this idea, but has to be in conjunction with other limits as proposed especially as large orgs would be able to exploit this by just having numerous members rate the same people one at a time) As the game fleshes itself out, CIG will be able to use analytics to further alter those numbers up or down (probably up I am betting) as they see how fast people are actually finishing up missions during their play...