Okay, Kit, good detective work there my friend! Basically, the self destruction of your ship would become a less than optimal solution if you had expensive modules fitted, as you'd then lose 10% off the cost of purchase of those modules on removal.
I'd still have a personal problem with purposefully destroying any of my ships. I've only lost two and that hurt. Doing it deliberately? Well, that would make me cry inside...
Yes, in practice I agree with you - it would feel wrong in many ways to blow up my ship just to save a few million credits. Rather the intent was to highlight what seems like an inconsistency within the game. A borderline exploit really, except it would be difficult to call losing your ship an exploit. I wasn't really thinking so much of the 'refitting' cost of modules. If you instantly lost 10% upon selling a module, then in most cases it would counter the profit on blowing up your ship.
On the other hand I understand the ability to buy back sold modules at the price you sold them for, extends to 10 minutes after you sold the modules.. which means it wouldn't be difficult to sell the modules, blow up your ship.. respawn with shiny new ship inside the station, and buy back the modules (with negligible loss from the E grade replacement modules you used when blowing up the ship).
On the subject of deliberately blowing up your own ship - I've never really tried it out, but based on what little I know or assume about how bounties work, a similar issue would exist with them. If you accumulate a large amount of bounties, I'm assuming you can:
1) head out in a cheap ship and have it destroyed, effectively getting rid of your now 'unpayable' bounty, much more cheaply than paying it off (for free really, if you keep a free sidewinder for this purpose)
2) have a player blow you up in a cheap ship to turn it into profit instead - and assuming they also have a bounty, trade the favor after they cash in
Of course actually accumulating the bounty is so slow that it's hardly a very lucrative exploit (unless I'm missing something), rather I feel it's just kind of an inherent problem in the system that's in place at the moment. Possible solution would be to retain the bounty across destruction, and only reduce it - and credit the attacker - up to maximum of half the target ship's rebuy cost.
This would both remove the ability practically freely get rid of your bounty, or even turn it into profit, as well as also making it so that profit of hunting a bountied player would be capped based on the ship they are flying.. although I don't know if this would come into play very often realistically since most of the seriously kitted ships should have a rebuy cost of at least a million or so.
Of course you could still sort of 'pay off' the bounty by blowing up a more expensive ship (or several), with a rebuy cost of at least twice the amount of your bounty. And you could still 'trade bounties' with another player to mitigate the loss to approximately the full amount of your bounty. Say you had 100,000 bounty on your head. You'd have to blow up 200,000 rebuy cost ship to clear it all.. and whomever blew that ship up would be credited 100,000. A net loss would be 100,000 which was the amount of your bounty. In this case it might still make sense to simply bring back the ability to pay off your bounty if you so wish.
Well that's all assuming that the whole bounty is currently cleared/credited regardless of the ship you fly in. I haven't read anything contrary to that though.
The problem here is inherent to the meaning of the 'bounty' in ED. That is, what happens to target when the bounty is claimed. Essentially it boils down to, 'nothing'. The rebuy cost of your ship, and that's pretty much all. Traditionally the bounty would be just the reward for bringing a criminal to justice - and the real 'cost' for the target would be the penalties administered by the justice system, or in extreme case death. But there really isn't that kind of system in ED, and 'death' itself doesn't exist. The biggest loss you experience when your bounty is claimed, is the loss of the bounty itself - in case you were accumulating it as some sort of badge.
Basically it's a hindrance to play when you gain it accidentally for example in the (in)famous example of security ship dodging across your line of fire when their shields are depleted. And on the other hand it has little negative impact at present for someone who knowingly accumulates it. And being able to instantly get rid of it, means it's not a sort of long term commitment to particular lifestyle.
I'm not really certain what the intent behind the bounty system is, but in my opinion it doesn't work very well right now. I'm not sure what a better alternative would be however, because that would depend on what the actual intent behind the system is. I just find it difficult to imagine that it's currently 'working as intended'.
- If it's meant as sort of achievement points, or 'title' for people who like to accumulate it, then it probably should be modified to be less detrimental for those who gain it by accident. Possibly shifting the balance between 'fine' and 'bounty' to make it so that in occasional accidents you won't get instantly hunted down by security, but rather have a easy way to pay off the fine. Perhaps along the lines of, always first giving the bounty as 'fine' up to around 100,000 credits.. and only turning it into bounty if it's not paid within an hour or so.
- If the intent is for it to represent true penalty, then it should perhaps be modified so that it actually is one. So it carries a true loss that doesn't have easy loopholes in place to avoid it. What form those losses would take, I'm not sure. Some form of 'outlaw reputation' perhaps? Something like a faction outside the current ones, that actually gains reputation based on your accumulation of bounties - but at the same time having a negative impact on your reputation to 'lawful' factions.. and which doesn't simply go away when your ship blows to bits.