I'm nearly deadly, I think that follows dangerous, a PvPer commented the other day, "How do you get to be dangerous without having used teams or playing PvP?". The answer to that is engineering.
I absolutely love it, and use pirate kill missions as a metric for the build, so naturally to do rack up quite a lot quite quickly. That said, I'm nearly at deadly but gather that from deadly to elite is a very big step. I wasn't doing combat style play, until getting set upon in the engineering systems. I really love exploring and would likely be doing that using the codex if I'd not run into the PvP squatters.
I've a conundrum tonight as I've work to do exploring out to the east of the bubble, on the path of the guardian ruins and having just found some brain trees out there too. Yet I have to go back and forth as I also have a PvP lesson in game, which is utterly incredible and I wouldn't want to miss it for the world!
It seems to me that CQC would solve this, if it wasn't so broken. I have real issues with dying in game as I find it breaks the immersion, makes it feel like a cheap video game rather than the utterly incredible game and galaxy that it is. I like that it feels dangerous because you don't die, because it feels real
Now to the subject of the thread, crime and punishment or cause and effect. I think that in many ways the issues here are linked to a slight underestimation of the importance of engineering, and not only as a static practice, but as a perpetually evolving system. If it is not perpetually evolving you will get massive jams as folk settle into 'meta' norms; Which are totally unrealistic, effectively then the whole thing stagnates. As such policing them becomes as detached from reality as the static system that is churning out honed killing builds for any clan, and combining those with folk who want to play realistic trades, that can not be F1 defensive against the F1 killing machine.
These things should have a place, I love the game lore that CQC is a simulation in game, as such none are dying in reality, but why is it so disconnected from the engineering world? If the PvP'ers had some other playground than a key early game engineering spot, things would be quite different. Shinrarta is a democracy and should be relatively safe, but its not its a ganking hotspot and gankers training ground.
As such I could not agree more with the excellent thoughts raised by this thread.
To my mind the solution lies in the crime model being left relatively untouched but reinforced by adding a further layer of abstraction, giving it the ability to differentiate between a single friendly fire hit in a CZ and a full attack upon a friendly. To achieve this state would need to be implemented: has the attacking craft previously hit a friendly, if so how many times? Etc. Where have you been and what have you been doing, giving the state as miner, bounty hunter, trader, mercenary, ganker etc. With such state already recorded, any logical decision will be much fairer.
Now I get that this would be a massive undertaking, adding complexity to the state mechanism across the board, but I don't see any other solution. But then I also do see how this could be made somewhat simpler by writing a state glob that is kept on each players client machine. Fully encrypted HMAC token that stores a state machine. This would be written to at opportune moments, such as you bullet or your collision causing a ship to destruct, changing frame shift mode or system, docking etc etc.
This state token would store a k-dimention state table (a regular expression) that records the pilots activity, and is very quickly read written and transmitted. From this point on the game would poll this glob when it would have been making binary logical state changes. Giving the extra nuance required to differentiate between a crime and friendly fire. An intentional collision and a one off occurrence. As we go about our business, the game records words that represent our acts, so as to give a more comprehensive picture of what we have been up to. No need to store this data, some perhaps, some short log, but more importantly is the state of the state token. As this would be used to make decisions that have been previously made on simple true false flags.
I would propose that this mechanism be linked to both the current crime system as well as the pilot federations onboard computer and ranking, it would effectively be an upgrade to that system. Such that the federation be called in to resolve issues when pilots begin to show the signs of space madness, in which ever way they see fit.
A system of degradation of ship and modules could also be attached to the pilots state glob, that only extensive grind could clean off. As such, if players commit higher order crimes, as described by the pilots federation, they begin to do things that reflect their state of mind, such as breaking modules and failing to maintain their own ships, breakdowns in space, leaving rubbish on the dashboard ... Visible in any video that is produced that reflects then their behaviour.
This system would depend entirely upon the quality of the implementation of the protocol and HMAC token as well as the system that verifies each token when it is required. For an example, if there is a PvP kill, both tokens would be used in the evaluation of the outcome, because higher order logic is applied.