It does say in the list that it would be a per player list of Tier 2 NPCs. There no reason that those NPCs could only be semi-persistent to me, they don't have day to day routines, therefore can't be destroyed by other players. For instance a trader who I save from a pirate attack who later on contacts me and offers me a mission, we build up a working relation, only for him to betray and set me up, I in return hunt him down for revenge...
Yes, that sounds like a scenario I'd like to play, too. But how do you deduct from this that other players don't have "access" to "your" Tier 2 NPCs, so to speak? Yes, the thread says
There is a per player list of tier 2 characters
but if you read on, there is also this part:
Character can be promoted from tier 2 by being known to a large number of players.
As far as I understand it, this means whenever one of "your" Tier 2 NPCs crosses the path with another player, it will be added to "his" list of Tier 2 NPCs, too. (and if enough players have one particular Tier 2 NPC on their list, it could even be promoted to Tier 1).
If this would be the case, what would prevent another player from killing of the Tier 2 NPCs from your list? If other players couldn't interact with persistent NPCs on your list, it would become pretty strange should there ever be a player present in a situation where you interact with an NPC from your personal list. Should the NPC be invisible to the other player? Should he be immune to harm from the other player so he can't destroy your NPC contact list? I think this "per player list of tier 2 characters" only means that tier 2 characters are initially created on a per player base, but this doesn't prevent them from meeting other players and hence ending on their contact lists, too.
I think the problem is FD didn't anticipate NPCs becoming cannon fodder so fast, they didn't expect NPCs to be "farmed" by players in RES, for example. So they'd either need to make NPCs much, much stronger to increase their survivability (at least of those considered "Tier 2") - which would without a doubt start a rage storm by bounty hunters who couldn't fulfil their "quota" and cr/hr anymore - or they'd have to limit interaction with Tier 2 NPCs to a level where players can't shoot them, hence my idea to not place them in Sidewinders in front of your ships weapons, but rather on the bulletin board, in your passenger cabins or in a shady bar where they trade illicit goods.
I heard that too. It doesn't really make sense as for players it is impossible to die so why not for tier 2 NPC's as well?
The argument that players can't die and therefore NPCs can't die doesn't hold, IHMO. Those missions on the bulletin boards say "kill pirates", not "destroy their ships end let them escape in their pods", after all. A whole galaxy where no character ever dies, not even the assassination target you are supposed to kill, would feel all that "dangerous", I suppose.