How can you possibly dismiss AI and safety being intrinsically linked to system security man? You give no real argument to a solution that would stop all these threads about the AI once and for all along with allowing anyone of any ability to traverse the galaxy in relative safety if needed. It would also allow those that enjoy a challenge to get just that too. No to mention some of the more interesting scenarios FD could do off the back of this being implemented.
I suggest you read Kremmen's post, fully, and realise this would make the galaxy breathe with life and purpose. Explorers would be perfectly safe as would traders and casual gamers if they so wanted.
https://forums.frontier.co.uk/showt...te-the-Elite-Galaxy?highlight=system+security
security levels should influence the percentage chance of interdiction IF INHABITED. uninhabited systems in the bubble also. outside the bubble within a certain proximity a special percentage should be used for very rare cases where someone stumbles across a band of pirates outside but near the bubble waiting for the heat on them to drop. but my reasoning for security generating of LEVELS is thus; anarchic systems which are low or none security it should be high chance of interdiction, and those should be completely random. thats one end point. in such systems, the cops are overstretched, and will have to travel long way to assist - assuming they are not already busy at a diversion attack, or just in no condition to intervene after a prior combat. dont expect system authority assistance. you will get wings of random npc levels in random ships, as well as single attackers. some will be in overpowered ships, some in basic ones. harmless to elite. after all, every member of a gang had to start somewhere. in short, expect anyone in anything at any time in a low/no sec system. you live on your wits.
at the other end is what i think should be a theoretical safe system - one main faction, supporting a major power and in total control of the system (not even a black market). at that end the chance of interdiction should be phenomenally low, and it should generate npcs from extreme ends of the spectrum - the desperate/crazy in the poorly maintained and equipped ship, or possibly a wing; and the top end but small pirate ship - probably a combat ship well equipped and with some small cargo capacity, cargo scanner (these will be 100% chance present when the npc is generated) and probably deadly or elite rank. they will be in a ship that usually outmatches yours by some way. thats how the threat is genuine and the choice to drop cargo or survive a short time is real. BUT they are smart and will likely settle for just causing you major damage and leaving you with no thrusters should you choose to fight then leave as the cops drop in - it keeps any bounty rise to a minimum and ensures you cannot cause any issues with their escape. and next time you may know better than to risk a large repair bill. the elite in high sec wont constantly interdict. he knows its a high value target but a one shot deal. if it succeeds or fails, he is GONE. the wing may try again if it survives. but you live until the cops drop in they wont be around to interdict you again.
the thinking i have is, the desperate are in ships that desperately need repair. they have bounties, and are in such dire straights that their fear of death no longer deters them from going to a place most pirates avoid. if they are going to die better they should do it trying to turn things around. one big score and they will be set. the other end is the famous outlaw, turpin highwayman type. they pick and choose targets. they have some contacts in probably the system you picked up that high value cargo. they know the system cops will be all of them very quick, they have a challenge that is witty (along the lines of 'hi there. this is your unofficial taxman. i dont want all your cargo, just drop it and i will grab some choice things and be on my way and nobody gets hurt - and hey you even get to keep most of it!').
and indeed the cops in such a theoretical system will turn up very fast so time is on your side - unless you want to claim the bounties on the wing of desperadoes of course. then you have to wipe them out in about 30 seconds flat. otherwise your friendly cops wing will have them. the reason the system is theoretical is - no system i have seen actually only has one faction. there are more than one minor factions everywhere even if all of them align with the same superpower. so in actuality they will be somewhere between the two extremes, and depending on the system security plus influenced by the minor factions (they may be gang members, and the gang may have informal look-the-other-way arrangements with some factions) - and outside the bubble will be falling into deep space (no interdictions except if someone placed a contract on you or you have a bounty) and near bubble space categories.
those are my ideas on how it would work in practise. note that as the security rating gets higher the combat ranks of the npcs and likelihood of being winged diverges. med security it wont just be more chance of interdictions, but you may get any rank, some of the lower ones and a rare number of dangerous/deadly and above may also be winged up. the ships may be in a greater range of states - not so many with fully overpowered ships like the elite in the highest sec, but not so many in ships about to break down totally. the government type will also infuence things, but the security rating is given taking the govt type and the funding of system police vessels into account.
now how else does sec level influence the combat rank of the npcs? the theoretical hi sec max system i have already said. the lowest (no security effectively but inhabited system) almost anything goes. but there should in med security especially, be a consideration of the targets combat rank, and the ship. there should be a pirate logic that influences the interdiction chance. when you jump in the game should look at the system sec rating and generate potential pirates, according to the considerations i have said, and targets other than the player. then it should generate the ship they are in. then it should determine - has the pirate noticed a target? what state is the pirates ship/pirate wing ships in? if its poor they are desperate and will risk interdicting. are they stupid or smart pirates? stupid ones may interdict no matter what. smart ones will look for other factors. if its above the target rank then yes consider interdicting.
considering should simulate the pirate having or not having intel from a crooked source in the system you were last docked at. this determines if they KNOW you have something and if its worth taking - that should ideally be decided before you leave that system as a modifier to interdiction chance or something. its something simple like did they get a tip off y/n. if no then its look at the target ship type, and pilot combat rank. stupid pirates wont consider. they will likely pick a nearby target and interdict (this will create a USS distress call!). smart ones will simulate judging cargo value (if known) vs a calculation based on target ship type vs their own ship type and combat rank comparison and generate a 'guess' how likely they are to succeed. then they will decide to try if its above a % that varies based on the system sec. their calculation will be heavily influenced by any tip off about the target cargo they have which is why they can choose to interdict in a high sec when normal pirates wont even be there.
anyways the point is, player combat rank and ship type will only INFLUENCE the npc interdicting except in certain situations. it shouldnt be used to generate the npcs at all. that should be based purely on the situation and system security and factors like smart/stupid, pirate desperation (condition of ship) and tip off y/n high value cargo y/n.