Why Open and Group/Solo Players Disagree
There have been pages and pages of discussion about this issue and it's quite clear that the two sides might as well be from Mars and Venus, for all the understanding it has generated. I've followed this conversation, and sometimes joined in, but I think there's one aspect that is rarely commented on and it's this -
Players desiring / expecting PvP action kit their ships out very differently from PvE players.
It became quite clear to me in the early beta phase that PvP offered more excitement that PvE, but was not economically viable. Most of the time PvP encounters resulted in a lot of expensive ship damage on both sides, often with one player having to cough up a large excess insurance to replace their destroyed ship. There was usually very little in-game financial reward to be had.
Therefore to enjoy this type of game, you really need to make your money in PvE in order to progress in terms of ships and equipment.
Now some people, myself included, find that PvE is quite satisfying and are still finding plenty of things to do and self-generated goals to keep the interest up. Therefore, whilst I like some of the human player interaction, I'm not looking for continuous PvP action unless I'm in a conflict zone.
Others were mainly interested from the start in PvP, or have got bored with the PvE and have sufficient credits to seek it out.
If you're playing PvE, chances are you equip your ship for what you need to make credits fairly quickly. Therefore you will have significant cargo space, may be more inclined to go for smaller shields, and are more likely use D rated modules to save weight and maximise jump range. You probably have just enough firepower and shields to cope with your expected NPC enemies.
On the other hand, if you're seeking out PvP action then you're likely to fit out your ship with A-rated modules, minimal cargo space, and plenty of shield cells and boosters. If your ship can take a larger class shield generator by sacrificing cargo space, then you won't pass up that opportunity to strengthen your ship. You probably don't care much about the range of your ship, as you're going to hang around in one or two systems interdicting people, so you have the best armour and additional hull reinforcement; who cares about the weight?
When these two players meet in open, the imbalance between ships is obvious. The PvE-orientated player's ship is really just equipped to deal with NPCs. This usually has only one outcome, costs the PvE player several hours of earnt credits, and often ends up in accusations of "griefer" on one side and "carebear" on the other. The PvE player may get fed up with this and play solo or group modes instead. The PvP player laments the lack of skill on the part of the PvE players, which may be true, but could easily just reflect the imbalance between the respective ship loadouts.
Some of the upcoming changes to the crimes system in Powerplay may make things harder for PvP players who prey on PvE players for kicks. However, some of the more recent changes have made things much worse. Shield boosters, shield cells, and to some degree hull reinforcement make this imbalance greater, particularly when you can have multiple modules of the same type. Shield cells are particularly bad in this regard; PvP action can be all about who has the most, or about who makes a mistake by pressing the key too late for the delay (far more likely if you only have one shield cell module). I used to think that shield cells were a good idea, but on reflection this is probably just because the shields take so long to recharge.
Here are my suggestions for rebalancing this:
1. Only allow one slot to be used for shield cells.
2. Have a limit on the number of shield boosters.
3. Change the shield generator recharge rate to make some use of SYS pips (ie. offer some benefit in power management)
4. There should be some penalty in terms of manouverability for adding lots of weight via armour or hull reinforcements.
5. On larger ships, make some of the larger slots 'cargo only'
6. Much more intelligent and aggressive AI towards players with high bounties
Any other suggestions?
One other thought; David Braben said early on in the beta that it wasn't hard to make the AI almost invincible. Perhaps if the AI were stronger in anarchy systems it would be easier for people to get their kicks there.