There are 3 general viewpoints.
- From the PVP player who is basically looking for a free for all without much consequences
- From the player who wants to be left alone and not bothered by other players looking for a fight
- From the player who is looking for a more balanced gameplay with realistic consequences
Both you and the gankers are similar in that you are placed far left or right of the spectrum. Like extremists.
Gankers want to murder of sport, for fun and are afraid of changes that would otherwise impede their activities. While players of your type want to play in a pocket of relative safety where no one crosses each other.
And the rest? They accept that it's an open world game that should come with threats from other players, but also that there must be sufficient and realistic law enforcement and punishment mechanics in the game to prevent some antisocial from being too prevalent. And if it does happen, should bear consequences for the perp.
That is a balanced view.
For you, the best option is to simply play solo, or with a group of like minded individuals. Because I don't think your opinions are balanced at all. At best, your suggestions, IMO, screams 'Me! Me! Me!' when it comes down to game mechanics. You're concerned about 'if I'm attacked', or 'I don't want' and 'I do want'.
Maybe try to look at the game from a holistic view rather than from a single player perspective?
indeed this is true... I do personally feel that attacks against another player (read this as Pv Weaker Victim (player in a vastly weaker ship config in comparison to the agressor) should come with a higher consequence than attacking NPC's or players with a bit weaker ship configuration... But there is more to be done than just insert that bit of code or it will break the piracy profession...
IMHO there should be checks to help balance things, such as,
There needs to be a mechanism for checking that you are pirating which will not cause harsher consequences and will disregard weaker victim checks.
If the weaker ship is a trade specialist then check the following,
if the weaker ship has no shield module fitted then all bets are off, it will teach the player who is killed to get shields and make it more risky for those who wish to run without shields
if the weaker ship has no weapons but has shields and defenses fitted then they will qualify as vastly weaker
If the weaker ship is destroyed then the rebuy value should be added as a pilots federation non expiring fine for the agressor that can be paid off but also have a flag on the agressor commander that highlights his ship on the radar as a PvWVer in a different colour to the rest.
Have limits in place on the level of PF fine that can be earned before PF Enforcers begin to seek out the commander.
Have a secondary limit of the fine before PF begins to confiscate the commanders ships stored in non anarchy space docks, starting with the lowest value ship first, until the fine is reduced back to the first limit.
Have a final level set that once reached, should the commander dock anywhere except an unsanctioned outpost that their bank balance is reduced by the amount of the fine payable and if they do not have enough credits then their ships are confiscated (no matter where they are docked) until the fine is back to level 1 or if still not enough to cover the fine, they are bankrupted and the fine wiped down by the value of their total assets and they are given a loaner sidewinder and 1000 CR...
In the event an enforcer kills them, the fine is reduced by the asset value of the ship they were in when killed and they get no rebuy option on that ship, they keep their stored ships unless they have already been confiscated...
Also as an aside, to avoid the potential for a small man problem to occur, (small ship taking on bigger ship and small ship gets killed) the game should check who 'fired' first not necesarily who 'hit first' but who fired a shot first... if the little ship fires first... well all bets are off ....
Personally thought I think the easiest approach is to fix the crimes and punishment and the security response system so it is more granular and have a specific consequence for killing another clean commander that has greater impact on the killer through in game security responses etc while not making it unreasonable to kill another player, but making it riskier to the killer to kill clean players in systems where security response could mean their quick and sudden demise..