That seems like it would be good for traders, with encounters usually ending in some % of damage, and only death in extreme cases, however, for the attacking ne'er do well, non-combat ships that only even 'lose' (die) in the most 'extreme' cases, would seem functionally invincible and would be incredibly frustrating. Also, if you're pirating for credits, damaging the trader without him dropping cargo or dying doesn't actually earn you anything, and, in fact, may lose you money to interdiction damage, fuel and ammo costs.The only sensible way for traders to assess how well they did is to consider how much they lost. And in a nutshell, this is where we have to make sure that traders can *if they wish* alter their ships to mitigate the loss caused by loss. Tough shields, armour, point defence, weapons - these all make a difference. For sure it's no guarantee that the trader can defeat the combat ship, but - if we get the numbers to the right place - it may well mean the difference between some hull/module damage and complete ship loss, depending on the equipment and *how well* it's used.
I'd like to see, rather than a increase in AI difficulty across the board, a 'living' system in which high-bountied pirates and murderers would end up being pursued by bounty hunters & police forces (both AI & player), and AI encounters should scale in difficulty based on the pursued player's skills, ship & history. To be honest, doing the same with traders would be great too, with the AI and player threats able to 'adjust' and hunt high-skilled, better-equipped players with more expensive haulage more aggressively than others.I'd say that possibly we should look into AI to make sure that the more experienced Commanders can feel challenged, without destroying newer players. I think that there is perhaps room to look at rewards in addition to credits, to minimise the perception/reality that trading is the path of least resistance to progression. I think we can look at improving AI goals and activities in super cruise (for example having AI more interested in players based on how the player acts, maybe AI that can use wakes). We will also have lots of interesting situations to monitor when player wings and other features come on-line.
I added some thoughts on the interdiction system in another thread, as well (https://forums.frontier.co.uk/showthread.php?t=115097).