Nope, we don't know that. They wouldn't have to get rid of piracy. They would just stop them from working against players who are in PvE only. They would still work against NPCs, they would still work for PvP players against other PvP players, and if NPCs ever learn how to use them, they would work for NPCs as well against any player, mode regardless. The only thing that would need stopping is hatch breakers working against PvE only players. It stops the proposed behaviour you suggest might happen, and PvEers have no reason to use hatch breakers against other players... because, you know, PvE.
And this now means someone in the middle of engaging an AI (as a pirate) has their hatch breaker controller freak out as soon as any other commander comes within range? Or do they just remove them from the game?
It doesn't really matter what frontier do; without cartoon methods to handle all possible scenarios, people will find a way. Making it harder, only ups the challenge. There is quite a lot of trivialising of mechanics changes needed, and I don't think this is helping. Any time a CMDR crosses your field of fire against AI, what happens to the weapons? Do we have magic pixie bullets that just pass through CMDR ships and don't damage? What about ramming? No damage?
How much of the game are people prepared to bin, to make it "safe"? Because I have to question all the hand-wavium that is somehow making PVE possible within the current engine, without some very silly removal of mechanics basics. Just imagine if guns jam when you try to fire at an AI ship, because a CMDR rolls across your bow while you are engaged with the AI (this was a serious suggestion at some point).
If this isn't done well, a lot of commanders will be staring at a rebuy screen because half of their ability to enact game mechanics is thwarted by a system that is religiously stopping all forms of commander derived damage. Imagine if the fuel rats couldn't function in PVE, because the fuel limpet controller won't work on a commanders ship? Because, you know, PVE.
There are so very many player driven mechanics that will die in a fire under PVE,
without a very solid piece of work from frontier. PVE doesn't exist at present because it's not easy to do without it becoming a cartoon model. This is why solo is the only true PVE mode, not because it's actually PVE, but because matchmaking places you into an
empty instance; if another commander could somehow enter, I'd expect they'd actually be able to do damage.
I have no problem with PVE being add; but I am a bit tired of the attitude that it's okay to torch the entire game and or denigrate portions of the community to achieve it. Or that it's somehow trivially easy.
What I actually find hilarious is all the "immersion" people ask for, would necessarily have to be removed to facilitate PVE. This is how most games with PVE work; magic bullets that don't apply damage to another player. You can hit another player but it does no damage. There is
no reality to it. I'm not sure if people actually realise this, or even care. Perhaps they don't.
I don't really want to see Open be anything different, because that is always going to be the closest thing we can get to something reasonably realistic. And I have no problem with improved PGs that provide more options and management, to allow PVE to flourish. If PVE needs to be a bit magic and silly to ensure commander combat (in any form) is impossible so be it. It's all options and more options are better than none.
I just want to play the game as frontier intended, you know?
And the thing is, groups like Mobius can work, because they institute a rule, and use banning as the stick; it doesn't require considerable changes to mechanics for that to work really well. The group has shown, however, that management of is a major problem and needs fixing; it just does. It's a good improvement to the game as a whole, as groups are used for all sorts of reasons - distant worlds was a group, as an example.
And I think PGs can respond to a lot of requests for different game modes, in a pretty fluid way; they just need to be able to be managed properly and scale better. Everyone gains a net benefit. A true PVE mode would be great, but this to me is really a long term goal that needs, it honestly needs good work from Frontier. And until they're in a good place to do this, forcing the issue through endless threads and demands and threats is just going to drive one of those knee-jerk reactions that is the end result of a rushed change.
This is just me. This is just my humble opinion.
In short - Improve PGs to make them an easily managed, flexible model for all sorts of commander use. Maybe add some kind of direct-damage switch to PGs so commanders can't really shoot at each other (even if there are other ways, it's going to respond to most of the argument put forward). Improve match-making and group management so that they can scale to larger sizes. Make PVE a mid-to-long term goal; and add it to the game in a really well thought out manner that makes it actually something worth using by as many as chose to.