This means that players killing traders, miners, bounty hunters, or pirates, has no effect, because in 30 seconds, it will randomly spawn another group of NPCs, some of them with the same names of the NPC you just killed, and since they weren't doing anything regarding the economy, you achieved nothing by killing the traders/whatever. Furthermore, factions have no agenda of their own, either. They do not make alliances with each other, they do not invade one another independently, they don't make decisions or take any action whatsoever. In short, factions have no A.I whatsoever. They're not autonomous or capable of doing anything.
With all due respect, unless you have some kind of inside connection to the devs, I can't see how you can say any of that with any degree of certainty.
All the things you're saying have no effect or don't exist could well be affecting the background sim and changing the game world. Personally, I have no idea and no way to effectively judge just yet.
Which does lead to one of the concerns I do have about the current setup - that I fear that it may be too opaque and hard for players to see the impact we (as a group) are having on the game world. There's very little feedback other than Galnet, Influence levels and some of the 'system events' (like economic booms, civil wars, etc). For all I know killing pirates in a system may be weakening that pirate faction, affecting the chances for pirate NPCs to spawn in the system (and whether they're wimpy pirates or strong ones), the NPC economy model and all kinds of things that the background sim may be tracking, but we simply don't know. Any effect a single player has is going to be very small at best, and with so little feedback it's hard to tell whether something is actually changing or it's just one's imagination.
Unfortunately, I fear that this may be inherent to the 'separation' between the players and the game world that's part and parcel of the way ED has been set up - much of which, as I understand it, due to practical concerns that led to the networking approach the game uses.
Factions are certainly supposed to have their own agendas, as they should be affecting the missions the faction offers (can't remember where I saw this right now, but am almost certain I saw a dev post about it).
Contrast this with games like X3, Limit Theory etc. Their NPCs and factions are completely autonomous and dynamically shape the universe in unpredictable and interesting ways. And as a result, the player can have curious, significant, and interesting effects. Either intentionally, or by unintentional domino effects. Limit Theory is an infinitely procedurally generated universe as well. Wars between factions develop in exciting ways, with pivotal points in the conflict.
X3 is a single player game, so I'm not sure it's a fair comparison. I'm afraid I know next to nothing about Limit Theory other than it exists, they have some very pretty screenshots, and the game makes heavy use of procedural generation. Is there a publicly available version yet? Is it a multiplayer game?
Wars in Elite are meaningless. They're just arbitrary conflict zones with two infinitely spawned opposing mobs grinding until the end of time. There are no resources that they're even fighting for.
Again, I'm not sure that's the case. The actual conflict zones are just one stage of the process, and I don't think I have enough experience or data to be able to speak about them with any certainty.
But I think that, like almost everything else in ED, the way the game has been designed does tend to rely on players involving themselves and creating their own stories. This is a very 'old school' approach, and one that's definitely not going to be to everyone's tastes.
For interesting effects and a dynamic universe, factions, npcs, etc, need:
- Resources
- Autonomy
- Agendas
- The ability for the player to either aid or hinder the faction
So basically, a faction would need resources, so it sends its limited amount of mining ships to collect said resources. This breeds conflict with another faction who was already mining those resources, they fight, the first faction runs out of ships and money and is destroyed. Or something to that effect. Players could have potentially helped the first faction more and helped it win.
I want effects like that. It's what a sandbox game should endeavor to deliver. Right now, the effects that our actions have on the gameworld are on the same level as grinding mobs in WoW.
I agree with your list of what's needed, although 'resources' doesn't have to mean actual minerals mined from asteroids - it could mean any source of income.
Once more, though, I can't really say with any degree of certainty how much of this stuff is already in the background sim. I am pretty certain that FD intend this stuff to be in there, so even if it's not at the moment I'm confident it will be expanded as development continues.
However, as mentioned above, I think this is one of the big problems the game faces - we just can't tell (yet, and possibly ever). I think it's definitely a major issue for players who want a more 'direct' interaction with the game world and a more player-focussed approach.