Frontier are going for a record... the number of patch items dedicated to "balancing" NPC difficulty, where, if done
slgihtly differently, would not need "balancing" in the first place. And would be far more engaging to play. And would work in a way that would, by nature, make most players happy.
I'm firmly of the opinion that this current direction leads only to blandness in terms of the "lay of the land" security profile... which leads to reduced player engagement. And will generate endless discussion points like,
- "unhappy being killed by an NPC!"
- "there is no challenge now!"
- "why do NPC skill levels change when I change my ship?"
- "why do NPC skill levels change when my rank increases?"
etc.
System Security Level is the answer. It's right there! It's a Thing!
Use it.
If a system says, "SECURITY: LOW",
make sure it actually feels like its security is low.
- Make it dangerous to do business there.
- Make it easier to pirate there.
- Structure commodity prices so profits are higher there.
- Set mission rewards to be higher for flying there.
If a system says, "SECURITY: HIGH",
make sure it actually feels like its security is high.
- Make it safer to do business there.
- Make it hard to pirate there.
- Structure commodity prices so profits are lower there.
- Set mission rewards to be lower for flying there.
Put SYSTEM SECURITY on the Galaxy Map - and possibly on the HUD/panel somewhere... so it's visible and clear.
Then, when someone says, "I'm new. NPCs seem hard/easy", we can explain in one sentence why, and what to do about it.
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I challenge anyone to point at a single item in the above bullet point list of suggestions that is (a) technically challenging for a developer of FD's calibre to implement, (b) illogical, or (c) hard for the player to grasp.