one fundamental problem is that open/solo should be separate environments, but this will never change because it is against frontier's stated principles. this cannot be 'fixed' and regular emergent pvp like you have in other games will never exist in elite, by design. stop looking for it, or play another game.
next, current bounty system is completely uneffective, increasing bounties for these transgressions would only worsen the current bounty 'exploit'. if you can't force consequences on gankers, then forcing traders to run in open would be doubly unfair.
finally, what risk are we talking about? losing a ship in elite is nothing, the current insurance system makes it completely irrelevant except for complete beginners. some people will even kill themselves as a means of instant travel. a real posibility of loosing your ship doesn't exist, you magically can only loose 10% of it.
i think these three facts are linked, are per design, and constitute the vision that frontier has for pvp: another activity frontier can slap on the 'feature list' that players can indulge in with no risk and no effect on the game whatsoever. it's not central to the game, it's left to be, like many other things, user generated content (and quite problematic at that because of instancing).
i guess that's the reason we have cqc. it's in the line of all other aspects of the game: frontier sheep herding players into writing the story frontier wants to write. it's a cool story, though. if you want serious pvp there's lots of other games offering it.
next, current bounty system is completely uneffective, increasing bounties for these transgressions would only worsen the current bounty 'exploit'. if you can't force consequences on gankers, then forcing traders to run in open would be doubly unfair.
finally, what risk are we talking about? losing a ship in elite is nothing, the current insurance system makes it completely irrelevant except for complete beginners. some people will even kill themselves as a means of instant travel. a real posibility of loosing your ship doesn't exist, you magically can only loose 10% of it.
i think these three facts are linked, are per design, and constitute the vision that frontier has for pvp: another activity frontier can slap on the 'feature list' that players can indulge in with no risk and no effect on the game whatsoever. it's not central to the game, it's left to be, like many other things, user generated content (and quite problematic at that because of instancing).
i guess that's the reason we have cqc. it's in the line of all other aspects of the game: frontier sheep herding players into writing the story frontier wants to write. it's a cool story, though. if you want serious pvp there's lots of other games offering it.