If the points scaled up as the enemies did it could provide a good incentive to attack.Although if so they probably also need to do this for people heavily reinforcing systems near the border with another Power's space, or it just becomes another reason not to attack.
It'd probably be best for players that the biggest combat response is for the biggest combat players, rather than strictly basing it on merits. I think it's more likely to keep everyone happy if Trucker boy shipping reinforcement goods over and over again doesn't really warrant other factions sending death squads 20 systems deep into his territory, not that that wouldn't be funny.And this is why I want a graded response based on your efforts (as I outline). So if you are #1 and pour tens of thousands of merits into your power then you see more attention than someone at #100 who rival power NPCs ignore in SC and the NPCs you see.
What I never want to see is a universally hard game for everyone 'just because'. What FD made a mistake on is having NPCs spawn everywhere you drop without context. Effort and location should be defined better, which would then make PvE better in PP2.
It'd probably wind up most fun and useful to use a bunch of metrics, have another sort of 'notoriety score' specific to enemy powers that rises more for undermining their stuff, working near their frontline, killing their players, sabotaging their stuff etc.
I think the aim/hope of Rubbernuke's posts is to make it harder specifically for the players who want (or at least, deserve) a harder experience, for the system to push back when gankers and experienced combat players give it a shove. Right now there's only the advanced tactical response thing for that which isn't very dynamic and doesn't really work with PP.Trouble is: it's very unlikely they'll even make NPCS more difficult as there is always some one who will protest. They could have started with high difficulty, weathered the initial storm, then players will have eventually adapted as they normally do.