But ED universe doesn't pander to the player.....
One of the big issues with ED AI is that it's tailored exactly to the player and that needs to change. What should then happen is that the AI wil ldecide if it wants to interact with the player based on certain values.
So if a bounty hunter in a cobra comes up against a villain in an Ana, there's a high chance he won't attack. Now if the Cobra pilot was really skillful that might up the chances. The same would work in reverse, a top AI bounty hunter might not bother with a player with a tiny bounty.
You then spawn the AI as would be appropriate for the system it's in and player be damned, which is how the game is marketed.
So ED is tailored right around the player from AI spawning to CG's being manipulated to the players favour.
Precisely!
That same bounty hunter MIGHT (and this is where a small dose of RNG is good, as long as on top of coherent and logical rules) take an interest in your tiny bounty IF there are no other wanted ships in the system.
A pirate in a anaconda would ignore your T-6 if there is an NPC with a larger cargo vessel, he would attack the NPC instead. However if you're in a T-9 or Cutter the pirate would go for you and ignore smaller cargo vessels. Unless the pirate has something like a Cobra, then he would attack the more defenceless ship. If I am in a wing of powerful ships, pirates would think twice before engaging, on the other hand if I am a lone wolf and there is a wing of pirates, I would be shark bait. Of course, the chance of there being a wing of pirates would be very low in high security locations, but higher in low security.
Police ships might also be more inclined to investigate certain ships, BUT if a wanted ship is present then cop would follow the criminal and ignore your ship that might be full of contraband (or not). Also, if there is gunfire in the vicinity, the cops would proceed to investigate immediately WITHOUT taking a long detour to scan you for illegal cargo first.
The main thing is to create the NPC's in a natural way, not giving a fart about the player rank or ship, and ONLY THEN after the environment and NPCs are spawned, they should act in a logical way.
This would greatly increase the way we approach tasks, allowing for strategy and planning, because there would not be magic cops that
just know you're carrying narcotics, not magic pirates that spawn
for the sole purpose of engaging the player and ignoring the huge trading ship right next to you. If I am smuggling I might try to remain inconspicous or detour though more dangerous areas in order to avoid police attention (at the risk of being attacked by pirates), if I am trading I might be encouraged to use a smaller ship to dodge pirates after big game, or risk being the big game myself for more profit. And so on...
A coherent and natural game world wold be far richer and feel much better than a galaxy that revolves around the player.