1. This is just wrong, my proposal will not stop people from making anarchy states wherever they like by killing NPC's my system is only aimed at PLAYER KILLERS so your statement is FALSE.
Wait, hang on. What do you mean by "anarchy states" here?
Killing NPCs in a system will result in the Civil Unrest state (or Lockdown if you really kill a lot of them) which somewhat affects the security level for a system but will generally not push it to Anarchy on its own.
If you mean that these rules shouldn't apply when the controlling faction is in Civil Unrest or Lockdown that's a
very different situation (and a much more interesting one!)
Yes, in theory, anyone can work a system to be Anarchy government, but there is a mysterious force [1] which means that systems tend to drift away from Anarchy over time. Give people an actual incentive via this proposal to get rid of the rest, and they would disappear pretty quickly too ... which just leaves uninhabited space, so what, Distant Ganks 2 was fine but the battle at a Fed-Imp competitive CG spilling out of the CZs a little is super-bad and should be condemned?
[1] Not even slightly mysterious. Sorry. Extremely well understood force, really. But still the Club's fault, of course.
Your unmitigated arrogance aside, I challenge you to explain to me exactly what valid reason you feel you have to kill another PLAYER in a clean ship that is not a combatant.
How does the game automatically, reliably, without trivial exploits, determine that the other player is "not a combatant"?
This is the key problem, I feel.
The C&P system needs to be "soft" enough that firing on a clean combatant ship is allowed. Otherwise, when a player bounty hunter comes to get the player pirate (and let's strawman and say they're a perfect semi-lawful pirate who only has assault bounties for the hatchbreaking) ... the pirate must instantly high-wake because returning fire is punished severely. That's not actually fun for bounty hunter or pirate.
I put some more examples of firing on clean combatants up-thread: another piracy-related one, and one related to my time as an explorer escort - I'm sure you don't want escorting explorers to be subject to severe penalties, right?
And your proposal doesn't attempt to distinguish "clean ship that is not a combatant" from "clean ship" at all, except for voluntary flagging in - so a player bounty hunter can shoot an assault-wanted pirate and
not be a valid target for return fire if the two players aren't also in the PvP league. And, well, in that situation the bounty hunter has a good incentive not to be! (Likewise, in the exploration escort scenario, our disposable gank-Vulture certainly won't be opted in to the league, they're here to gank with impunity, not to be legally shot at by escort pilots)
Because of the petty bullies who I hear of taking out the noobwinders of brand new players with an hour in the game from their fully engineered FDL's.
A noobwinder can be taken out, equally quickly, with an unengineered Vulture or similar.
If the new player doesn't know how to evade, doesn't realise they should run soon enough, etc, it can be taken out by an unengineered Cobra flown by someone also pretty new. (The only time I lost a ship to a hostile player outside of an arranged or planned fight, it was my Noobwinder, and it was a novice player in a Cobra doing the shooting. I got their shields down, though...)
Because I've been in multiple wings that form up to go engage and suddenly those same "brave PVP players" don't feel like playing when its not against a sidey and instead run.
Good for you. Same here, though not for a long time. (Though mine didn't run, they fired back. Maybe we get a better class of ganker out in Colonia. Who knows.)
Under the current C&P rules, I've fired on known gankers who were locally-Clean, because it was pretty obvious what they were hanging around in their battle Cutter to do, and I didn't feel the need to wait for them to kill someone before trying (unsuccessfully, but it was fun anyway) to chase them out of the system.
Under these rules, I would need to wait for them to each kill at least one target, or rely on the gankers being good sports and running crimes-off themselves. This does not seem like an improvement for the cause of law.
(Go and ask SPEAR - who sell themselves as PvP protectors of the weak against gankers - how many locally-Clean player ships they've destroyed this year. It's probably been quite a lot, and they will I'm sure explain to you in great detail why every single one of them was a ganker and had it coming. Can your proposal allow them to continue? Probably not.)
To reverse the situation, if a ganker shows up in Colonia, and a call-to-arms goes out when I've got a bit of spare time, there's a chance I might grab my FDL out of storage and go help out shooting at them. (Not, I have to admit, a very high chance nowadays, but send me a wing invite in game if you see one)
I'm not going to sign up to the PvP league to do that: my normal routine is spent flying around in a Krait II which can run away from PvPers just fine but doesn't have the defences to stick around for a proper fight. I'd show up, shoot the ganker, go back to my normal stuff. So I won't be a "combatant" by the terms of the proposal when I go to help hunt them down ... if I get killed due to being about four years out of practice that's entirely my fault, and them shooting back at me is entirely legitimate.
So again, you can't use "flagged for the PvP league" and "valid combatant" as equivalent.