Now, if the mechanics were there for me to be properly affiliated with the controlling faction it could be different. If such a deadly ambush was an attempt to remove a powerful ally of them, then it would make sense. A pure "I'll blow you up for lols" makes none what so ever.
The thing is, as with a lot of NPC interaction this should be trivial to
fake. While I'm sure we'd all love to see the multi-level tier-ranking semi-persistent NPCs as discussed in the DDA, adding that level of complexity to the game now is probably beyond the scope of what FD have planned for at least the next couple of years. But NPC text comms based on faction "allegiance" seems like one of those easy wins:
- Keep a local record of player rep increases due to {activity}
- Trading
- Missions
- Bounties
- UC data sales
- If rep increases beyond a {threshold} in a given {time_frame}, flag it and store the {faction_name}
- The next time a "terrorist" NPC spawns
This isn't difficult. I was doing stuff like this with DATA statements and string slicing in Sinclair BASIC three decades ago, so the idea that it's too much of a challenge for an outfit like FD is ridiculous.
OK, with a lot of moving about and a dense population of systems this could result in a fair chunk of extra data for the client to store, but we're not running on BBC Micros any more. It's all stored, processed and handled locally so until there's a need to share NPCs with other players there's no network overhead. It's pure fakery designed to add that slight suspension of disbelief that there's something going on beyond the random spawning of NPCs, and the amazing thing is that stuff like this actually works even when players know it's all fake. The human mind has an amazing capacity for self-delusion. All it needs is the occasional nudge in the right direction to stop it wanting to look behind the curtain.
Sometimes I feel that FD must be ignoring these "easy wins" because they don't want to waste time adding more band-aids and placeholders when they could be concentrating on core mechanics. That's fair enough in theory, but when those placeholders are likely to be there for months if not
years, I'd argue that they should be measuring merit in terms of player satisfaction and not in terms of "wasted" developer effort. If just a handful of players smile ironically at the output of the comms window rather than cursing "RNGesus" for the
nth time, I'd consider that a small victory. But maybe that's just me.