The whole current NPC spawning system needs a rework.
There need to be (at least) 3 types of NPC spawns:
1) Location-based
2) Mission-based
3) Player-based
1) Location-based
These types of NPC spawn based on the current location and its state (High-security / low-security system, Anarchy / Democracy, Peace/war, normal space / HazRes, size of economy/population, etc etc).
There should be absolutely no other determining factor. How a given NPC then -reacts- to the presence of a player is a different matter; see below.
Your own fault if you enter a dangerous system without sufficient skill/equipment.
Now for location-based pirates, a (wing of) highly equipped pirates probably won't go after a low-class trader hauling a few tonnes of minerals. Likewise a low-rate pirate probably won't go after a well-equipped trader, even if they are hauling painite. Generally highly equipped pirates would only go after targets worth their while, and low-level pirates would go after easy pickings.
Basically they should have a risk/reward calculation, which takes in the cargo and the players' skill/equipment level.
2) Mission-based
The types and levels of NPCs spawned should ONLY depend on the mission type and its difficulty level. Your own fault if you accept a mission beyond your skill/equipment level.
However, being part of the mission, these types of NPC would always attempt a player interaction.
3) Player-based
These are the only NPCs which spawn based solely on the player's current state. I can't think of anything else right now, but bounty hunters fit this role. Their level would be primarily determined by the current bounty on the player (a high-level very well equipped bounty-hunter won't go after a low bounty whereas a low-level bounty-hunter won't commit suicide by going after a well-equipped target).
The basic premise is that, on the whole, a player can roughly gauge the level of likely encounters based on where they are and what they're doing.
Space will suddenly have distinguishable levels of danger. That group of Anarchy systems? Are you MAD to try to trade there without a fighter escort?? Yes, the station pays over-the-odds, but the odds of you making it are slim.
That Democracy? Oh yeah, no worries, but don't expect to make the biggest profit; they'll take some of it in taxes to pay for the system police ships.
Now you can go slow and steady and (mostly) safe, or take on high risks for high rewards.
There need to be (at least) 3 types of NPC spawns:
1) Location-based
2) Mission-based
3) Player-based
1) Location-based
These types of NPC spawn based on the current location and its state (High-security / low-security system, Anarchy / Democracy, Peace/war, normal space / HazRes, size of economy/population, etc etc).
There should be absolutely no other determining factor. How a given NPC then -reacts- to the presence of a player is a different matter; see below.
Your own fault if you enter a dangerous system without sufficient skill/equipment.
Now for location-based pirates, a (wing of) highly equipped pirates probably won't go after a low-class trader hauling a few tonnes of minerals. Likewise a low-rate pirate probably won't go after a well-equipped trader, even if they are hauling painite. Generally highly equipped pirates would only go after targets worth their while, and low-level pirates would go after easy pickings.
Basically they should have a risk/reward calculation, which takes in the cargo and the players' skill/equipment level.
2) Mission-based
The types and levels of NPCs spawned should ONLY depend on the mission type and its difficulty level. Your own fault if you accept a mission beyond your skill/equipment level.
However, being part of the mission, these types of NPC would always attempt a player interaction.
3) Player-based
These are the only NPCs which spawn based solely on the player's current state. I can't think of anything else right now, but bounty hunters fit this role. Their level would be primarily determined by the current bounty on the player (a high-level very well equipped bounty-hunter won't go after a low bounty whereas a low-level bounty-hunter won't commit suicide by going after a well-equipped target).
The basic premise is that, on the whole, a player can roughly gauge the level of likely encounters based on where they are and what they're doing.
Space will suddenly have distinguishable levels of danger. That group of Anarchy systems? Are you MAD to try to trade there without a fighter escort?? Yes, the station pays over-the-odds, but the odds of you making it are slim.
That Democracy? Oh yeah, no worries, but don't expect to make the biggest profit; they'll take some of it in taxes to pay for the system police ships.
Now you can go slow and steady and (mostly) safe, or take on high risks for high rewards.