I do not see where this assumption comes from, AFAIK there has been no official word from Egosoft on what the "intended design" was on this score.Sandalpocalypse wrote:set spawning clearly wasn't the intended design
Set spawning is a perfectly valid approach to replenishing lost ships in an NPC faction fleet. The main issue with such spawning is ensuring an intended game balance on that score. If the focus is the economy, then the spawning logic should reflect attempts to maintain a working economy.
We know that the AI can lose LOTS of ships due to roaming Ks/Is in Albion sectors and making the NPC factions require monetary resources to build/repair/reequip would most likely result in the economy coming to an unfeasibly recoverable standstill at some point because every built NPC ship would result in money being removed from the economy and the only "unrestricted" source of money would be from the player (which is not a good situation IMO).
The player has an infinite source of cash in the form of missions and inventory salvage while the AI would not have an unrestricted source of funds (resource collection/generation does not count) if some people have their way (or so it would appear). If you make mission rewards dependent on the economy then eventually the game would not be worth playing. Limit salvage opportunities and similar problems would occur.
In short, rather than introducing defacto cash resource limits for the NPC factions their spawning rates should probably just be rebalanced if deemed necessary.