The problem is, of course, that it's intended as a shared universe so if, for example, you're in a RES with a group of newbies, chances are that an NPC which spawns to challenge you is going to wipe the floor with a newbie that gets in the way.
I do agree, in principle, though.
Anarchies should scale in just the same way "normal" systems do, perhaps even more dramatically.
There should be anarchy systems which every law-abiding player will deliberately avoid due to the likelihood of hostilities.
If you're a lawless player, you could fight your way in, gain rep' with the controlling faction there and then you get treated with respect and you get a "safe haven" where no sane person would try and attack you.
Would make for interesting gameplay, IMO. Especially in conjunction with a working C&P mechanic.
No, npcs that spawn based on your (initial player in the res) "rank" is handwavium.
That's not what I'm suggesting.
I think npcs should spawn at difficulty levels that correspond to the system and BGS environment. That's it. They should not care about the players who initiates the instance. I find that stupid and cheaty.
EDIT: How they interact with players once they spawn should be determined by the player's reputation / rank / threat level. But the difficulty and type of npc spawning should not be dependent on the player at all.
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