It’s less “you’re doing it wrong,” and more Frontier should improve their background simulator to give anarchies some personality and teeth, as they were in previous games, rather having them be the one faction type that is perennially victimized by the player base, unable to fight back “because reasons.”
And a sidecar to that issue is the complete lack of options for players to pursue hostile actions against lawful factions of differing superpowers... this is where a military career path would be super-effective.
Coz from my perspective, the issue isn't so much a lack of teeth for anarchies (although that's definitely part of the problem) and more that as a default position, lawful factions
regardless of superpower alignment support each other and all but exclusively[1] target anarchies with negative effects.
Instead:
- actions supporting a faction of one superpower should only ever have positive effects for similarly aligned factions.
- "neutral" actions by a faction should hurt anyone not aligned, not just anarchies [2]
- covert action by one faction against another should be done in a way that hurts the target, and benefits an anarchy (enemy of my enemy stuff)
As examples:
- doing a delivery for an Imperial faction should only have other Imperial factions as the recipient.
- salvage operations, which typically only hurt anarchies in the target system, should hurt any faction in the target system, and can be forecast in the mission description.
- covert spec ops massacre normally hurts a target and benefits the issuing faction. It should benefit anarchy in terms of inf/sec/eco, but rep rewards for the issuing faction.
tl;dr factions need to wake up to the fact that in most situations, anarchies are the lowest threat, and there should be a wealth of antagonistic options available to players... options which benefit from having negative rep with the target faction.
[1] the only exception between war. Outside war, opposed superpower factions should be far less amicable and in a constant state of tension and political manouvering at the expense of opponents. Perhaps that opens the door to an "alliance" bgs state where there
are mutually beneficial actions preferred on the table, but the outcome of the alliance when it resolves puts one faction at an advantage over the other (even though the general outcome is mutually beneficial growth)
[2] why almost all salvage operations carry negative effects for anarchy factions is crazy, or how any hostage rescue missions are only ever anarchies... lawful factions are just as likely to do that sort of thing with the right catalyst.
Edit: you can actually see this at play when massacre stacking.
Massacre stacking is, in short, supporting any and all lawful factions to punch in with a bunch of pirates. This eventually leads to a pirate faction at 1% inf and civil unrest/ lockdown and bust, and a bunch of lawful factions at war... which is the problem... the pathway to hurting lawful factions is lined with anarchy corpses. That's plain wrong.