Ah, if the NPCs properly scaled with mission risk/reward, yes, that would help. Darkfyre made it sound random. Then players can choose the risk/reward profile they want, with the biggest rewards having really nasty NPCs.
In my experience, PvP opposition
is essentially random, unless you
deliberately seek it out. Which, given the highly distributed nature of PP 2 even compared to PP v1, is failry easy to do: just avoid any obvious hot spots. Even then, the chances are slim. (Seriously, I've made numerous trips into Deciat, and only been killed once, by a base camper, and only because I didn't have the time to "play" with them.
NPC difficulty
does scale with mission risk/reward. If I'm doing a high-risk black box recovery mission in my
normal ship, I'm
not going to stick around and fight the opposition, and more than once I've been chased off by the numerous NPC ships who are there. Doing it this way is a lot of fun, because there's a chance of failure, but it requires me
not optimizing my ship to that retrieval mission. Which is something I
rarely do outside of Buckyball Racing, because I want to have fun, and not be bored out of my skull.
And that's the problem with this game in a nutshell: Frontier has created a game where ships can
heavily optimize defense, and players can complete just about
any mission without endangering themselves with the right build. Frontier really should've made shields a
core module, not an optional one, and prohibeted the stacking of shield boosters and banks.