Yes, most BGS mechanics only work within 10-20 LY. And people saying that are exactly correct; they don't work.
That is not the same as saying "they're broken"... though I won't speak for others.
Your mobile phone only works (as a mobile phone) within X range of a cell tower. If you go outside that, (for planning purposes) it ceases to work. That doesn't mean your phone is broken, it just ceases to function (as a phone). Maybe "Operate" is the word I should use?
Maybe we're getting hung up on colloquialisms, so I'm not going to split hairs. But without other systems nearby, a host of activities cease to operate. From missions, you won't see any of:
- Salvage
- Source
- Delivery
- Massacre
- Hijack
- Courier
- Non-vip passenger transport
Depending on other factors i haven't worked out... you might not even see mining or charity either (sometimes this is the case, sometimes this isn't). You also won't see market interactions between the different systems which leads to diverse pockets of varying commodity supply and while FD will undoubtedly address the "single faction would be in perma-expansion" issue, that's still going to be an issue because
this is how it ends up, due to the lack of most any activity being possible due to the restrictions of being isolated.
People then say "
Oh, well people can just build out more colonies". This is where things get screwey as you plunge further into BGS mechanics. Things like massacre stacking (the most lucrative bounty-hunting activity) relies on there being only a single anarchy faction within 10Ly of the system... the more anarchy factions exist, the less stackable they are, and the less lucrative it becomes.
The same logic applies to the stacking of most missions. tl;dr more colonies would in-general
decrease the overall utility and benefit for players[1].
While I'm
pretty sure players don't want colonies that do nothing, I'm almost certain players don't want more colonies to
decrease the opportunities they can get from them. Putting that all together though, on the assumption we just said "infinite colonisation range for everyone" , then the outcome of that would be a system that:
- literally introduces nothing new except "put colony here"; and
- That let's players create some of the most boring colonies ever.
Bluntly, it's impossible to ignore those considerations,,, though in fairness, FD have released updates in ignorance of many issues in the past, and they continue to suffer the consequence of some very, very old issues now.
I mean... good for you... but whether you personally do it or not doesn't matter; BGS interactions is something FD have said Colonisation colonies would do. If you want to try and convince them otherwise, fill your boots.
Based on your comment though, I don't think you understand what's meant by the BGS here. I'm not talking players playing backyard politics.... I do focus on missions because they're the primary vector for changes within the BGS though. The BGS is everything that makes a colony exist.
[1] Because the game's economy has never been balanced. But I won't get back on that horse right now.