I suppose I wouldn't mind this either, but it would require a revamp of how we view travel. Risk needs to be more plainly evident, not hidden in the info panel of your star map. I say that because not only would new players not know where to find that info (and stumble regularly into death traps) but seasoned players are too used to it as it is.
Yes, that had occurred to me. Which is why I created this highly professional looking sample image as to how it could be addressed.
Each "star" represents the over-all threat level of the system at an easy glance. Low(*), Medium(**) and High(***).
Elite doesnt really have people sticking to one system all the time, but bouncing around like a pinball. There is a step in the right direction when a jump will show on your display whether a system is going to be high or low security or anarchy, but that info is too late once you've taken a mission.
When plotting routes, the route planner can already be setup to avoid anarchy, low, medium or high systems. So avoiding these dangerous anarchy systems can be addressed with additional options in the route planner.
On missions though, the threat level needs to be displayed on the mission board. This way, players will know the difficulty of the mission beforehand. In addition, high threat missions could have an additional warning displayed on them "WARNING: HIGH THREAT MISSION. MINIMUM OF 2 COMMANDERS RECOMMENDED"
There's ideas to build on there for sure, but in my defence it was that very gaminess you're trying to avoid that prompted my initial idea. Artificially buffing or nerfing damage or armour is a game thing I hate. But the game already scales NPC encounters based on your rank in my aforementioned circumstances - increasing or decreasing the nature of that scale would still be within the rules of "reality"
I can't disagree, though I'd prefer it if the difficulty is based on location rather than on your chosen setting.
More over, I'm concerned about the amount of work potentially required to implement a difficulty feature that doesn't negatively affect other CMDR's.
In solo it's fine, but when you're playing with a friend? How do we reconcile two or more CMDR's playing together?
If they enter an instance, who will the NPC rank favour?
In WoW this type of scenario has the game scale shared NPC(s). For example, an NPC might have 1m HP for a max level character, but only 1000hp for a level 20.
The amount of damage done to that NPC is comparatively the same regardless of the players level - giving lowbies an opportunity to contribute to community events, or to run with higher level friends.
So would the same approach be necessary here?