Now let's take another example: the hypothetical Commander "greifconda" slaughtering the hypothetical Commander "newbwinder" with maniacal glee. The first thing to note is: as an event, it's acceptable within the rules of the game. The rub is that some folk (myself included, for what it's worth) feel that the consequences of such actions are not commensurate with the act committed. So whilst I want to defend the right of "griefconda" to exist, I want to make sure that there are meaningful responses in the game world to their actions.
This is why we're looking at some kind of Pilot's Federation reputation, with some bite (locking off access to starports, increasing insurance costs). It's why we're also looking to enhance the differential between low and high security systems, reducing response times significantly and increasing the strength of authority ships significantly in high security systems (hopefully this should also reduce the cases of lone Eagle authority vessels interdicting powerful player criminals) and looking to get interstellar bounties in (hey, no confirmed guarantee or ETA!)
On a slight tangent, I wonder what folk make of this idea: When committing the murder crime, the insurance re-buy insurance premium of the murderer's vessel is added onto the eventual fine, the idea being to remove the benefits of changing to a cheap vessel then allowing the bounty to be claimed?
I thought that bounties get capped anyway? Or is that only the collectable bounty and not the actual fine?
It seems to me that a financial loss to griefconda is not really a barrier. Let's be honest, the person who has a griefconda isn't exactly short of credits.
A more meaningful reaction to wanted criminals seems much more the way to go. Blocking off secure starports (or systems?), freezing assets in lawful systems, making access to ships more expensive (what sort of shipyard is going to sell a ship to a criminal, after all?), having more robust police forces in secure systems and other such acts to make the criminal life more difficult all seem fair. This makes sense within a consistent universe where crime is attributed to a particular person. Also, the responses should scale dramatically proportionately to the number of crimes.
Additionally, if such measures push the criminals to anarchic states, then you've actually achieved a meaningful difference within the game world.