It's the general "drop out of SC" spawns that are pushovers.
And this is my massive beef with PP2, and was the conceptual flaw of PP1.
Think about it- why do we have territory
at all if the NPCs roaming in it (as in SC or random areas) are pap? PP to me is
knowing that if I go into a territory I'm going to expect trouble. ED in general works by
you choosing what to enter- its you choosing the USS or POI like a lobby and dungeon. Thats fine for the wider game but for PP? PP is explicit territories and powers duking it out. At a conceptual level
the entire territory should be one of these USS'- not have safe spots
you choose- your safe space should be places you don't fight or your own systems.
If I'm a power 'ace' who keeps a power alive, PvE wise I want rival powers (whom I slaughter) to take notice. I want them to slowly start to come after me, make aware that they want me dead. Its these actions that link the low level POIs / USS / CZs across systems and the galaxy in general. Otherwise you low wake out and.....(looks around) nothing. Where are the death squads? I'm a power elite, why does the game treat me the same as Joe underachiever?
In short PP2 suffers from the excessive compartmentalisation ED uses. It reduces an enemy territory down to rooms and corridors, when the whole thing should feel as if you are being watched and stalked. And if you don't want that, stick to safe places.
sips Lucozade from skull