So how would they know where they were going?
Have you not ever encountered a pirate a thousand light years away from the Bubble when you're out mining in an unexplored system? Spawn rules dictate where NPCs were be. Change the spawn rules to be more aggressive, and they'll be where players are.
Did they have ships that were suited to attack?
Spawn rules dictate how powerful NPCs ships will be. Change the spawn rules, and the NPCs will be better armed then they are currently.
If these ships were damaged, did they magically repair themselves?
In my experience, yes. They sometimes even have completely different ships, just with the same Pilot's name. NPCs aren't as persistent as they could be, primarily because they run on the hosting player's computer, not Frontier's servers.
The other aspect is that instanced NPCs are lacking context, trying to approximate player actions through abstraction. You hobble a pursuer they stay hobbled until fixed.
You can't have it both ways, not with the way the game is designed. Either NPCs need to be common enough to be a problem for when opposing players
aren't there, which includes nearly
all the time in time in Open, or you're right back to where you started. If you want NPCs to actually have
context and be effective enough to simulate another player, then Frontier needs to be the one hosting
every single instance in the game. The game needs to move to a client/server networking solution.
Which Frontier isn't doing, or ever likely to do. They're going for as low cost as possible when it comes to running the game, after all, which is why we also have the modes. It does a marveous job at suppressing certain kinds of behavior which drives paying players away from the game, and doesn't cost them a thing.
Powerplay is about hunting and disrupting, as well as you avoiding that disruption. If two modes don't have that aspect, is it 'the same'?
Nope. Powerplay is about doing PvE activities. "Hunting and disrupting" other players is an optional extra for those who enjoy that kind of thing. But doing so is inefficient compared to simply ignoring other players as much as possible.
Not nearly as much fun, though.
Its is as I said, people looking at the various modes, what they offer and choosing the right one for them. Until you offer it, how would we know? And if it was offered, what slight is it on other modes other than the perceived ones by you?
Personally, my primary concern is that giving a global bonus to Open is going to encourage the same kind of unsportsmanlike behavior I've seen in other games, which is not in any way my definition of fun. The only reason why you don't see that kind of behavior in Open right now is because everyone is there voluntarily, which leaves those most prone to acting like the emissions from the southern oriface of a northern facing bull to play other modes, or most likely quit playing altogether.