Understandable that a pair of megaships were placed temporarily as part of the ongoing narrative.
Which is another, arguably narrative driven, temporary placement - ultimately leading to the inception of Colonia.
Sure. But then if the tinfoilers are right and the Thargoid anomalies are superweapons directed to blow up Sol, turning it into another HIP 22460, that would also be a narrative-driven thing, and the previous human presence in that system would therefore (retrospectively) have been a temporary placement. At least in the Jaques case - obviously the HIP 22460 case was leading to
something bad happening - there wasn't really a way to predict that the system would become empty again, and the specific timing of it was more due to the Fuel Rats suggestion than anything Frontier-initiated, so hardly predictable from previous foreshadowing either.
Indeed - although no-one could call those systems "home" with no docks.
You've met explorers, right?
(More seriously, dig out the "Planet Wilson" thread)
Those changes don't seem to be affecting the challenge posed by the game much, if at all - as nerfing Borann meant that Cr/hr dropped, not that mining became more difficult.
A trader having their ship blown up absolutely reliably on every odd station departure, and getting through on the evens, provided that the successful half pays well enough to make a profit overall, is effectively just facing a Cr/hr drop as well.
Sure, psychologically there's a big difference between "your profit per trip is an ultra-reliable 1000cr" and "your profit per trip is 1 million credits half the time and -998000 credits the other half" (so long as it's exactly half) and some people will prefer the reliability and others will prefer the gamble, but in practice it's all just Cr/hr in the end.
But ... cases where there's been a notable and permanent increase in combat difficulty, then:
- the transition from 2.0 to 2.1 ... sure, a lot of the very early increase was just outfitting bugs which were resolved by 2.1.02, but even after that
fixing the 2.0 bug which meant NPCs had a very good chance of stopping and spinning in space if you kept continuous multicannon/beam fire on them made combat quite a bit tougher on its own
- the introduction of the Federal bricks in 1.3 was a noticeable increase in difficulty over 1.2 because there was finally a ship which the NPC AI could make vaguely reasonable use of. My first PvE rebuy came from massively underestimating them.
- mission pirate/assassin wrinkles, and the similarly equipped and rank-matched "tasty cargo" pirates, were not an original part of the game. The starting risk to traders and mission runners was purely the "ambient" pirates who were and are generally very weak.
- CZs are much harder now than they used to be (even the low-intensity ones are a bit tougher)
.................... wait a moment, I almost forgot the really obvious one!
- ATR
substantially increases the combat difficulty experienced by anyone doing certain criminal activities, in pretty much every inhabited system in the game, to great if temporary rejoicing on the forums.