I think it's about time we dispelled the myth that it's one man, one galaxy and you are meaningless.
Let's take a RL example of one man, one galaxy and look at our own planet earth. Nobody ever heard of Billy the Kid? Spartacus? Han Solo? There are going to be people that get known in the universe for doing things.
I've probably shot down a thousand enemy spaceships. You would think that's quite a feat and that would certainly get me in some history books. In ED, that's nothing. Some people have shot down 10,000 ships in one system and we're saying they're completely unknown? That the name of their ship doesn't strike terror into the hearts of adversaries? To say that a player can't make a dent on the universe is ignoring reality.
So Mr Boooby in his stock sidewinder and novice rank is going to go up against Sporak the Mighty who's Elite rank and has killed 20,000 people? No, what he should be doing is saying over the chat system, "Arrgghh it's Sporak the Mighty....I'm off!!!"
OK. Your example of the player becoming feared, and NPCs behaving in accordance to that I agree with. To be specific about the 'one man/one ship' thing I'm primarily talking about a) the impact of an individual on the overall economy, b) the fact that (intentionally or unintentionally) I'd imagine 90%+ of the overall gameplay in Elite is by solo individuals (i.e. in solo modes - which don't/shouldn't really have any business affecting the galaxy IMHO) or by non-winged players in open, and c) that not everyone in the galaxy will be 'Billy the kid', 'Han Solo', 'Spartacus' or the latest 'Smiling Dog Crew Terror of the Space Lanes'. The vast majority are 'Joe Schmoe - jobbing space trucker'.
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I'm also not going to dispute that a players actions could have a great deal of local impact (in small population, fringe systems), and that the universe needs persistence for actions to have meaning (i.e. with NPCs to reflect that impact, spaceship numbers that decline to reflect combat losses, or rise to reflect production/reinforcments, and static targets (bases, stations, PoIs, whatever) that can be damaged/repaired by actions to reflect conflicts/trades etc). I'm as big a fan of Falcon 4's missions and campaign engine as the next man - as you know I view it as the greatest PC gaming achievement so far, but ultimately what is driving that campaign engine of the best game ever made is still a form of procedural generation, albeit PG with more heart, rationale and intelligence than I fear E: D seems capable of mustering, based on past evidence and failings.

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(Leaving aside the multiplayer) Falcon 4 is still 'One Man, One Plane, One War' - but the design of the campaign engine and the missions it produces are light years ahead of E: D. Still, let's see what 2.1 brings.
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...and now planetary landings that really don't add anything to the game only replicating the same tired old bareboned activities.
This I can't really agree with. I do think that planetary landings add an immense amount to my personal enjoyment of the game. I'm just very concerned that there won't be a game that anyone's still playing by the time atmospheric landings roll round.
