I don't think "real" pirates will entice more traders into open, and if it does, it will only be by a very small margin.
You cannot really expect anyone to behave in a way that some people might think it is acceptable in a game designed to allow you to murder anyone as much as you want.
No, I believe the reason why peoples stay in Open Mode is because they ENJOY it for whatever reasons.
To me, all depends about how much FUN you can have.
Fun is like color (almost), and you know what it is said about it, right ? It is always a matter of taste.
Not to mention that almost every single one of us has an idea about what is fun or not.
Asymmetrical PvP interactions (1 vs many, pirates vs Traders) can't be balance perse, it doesn't matter how hard Frontier will try to make it acceptable.
It is almost always about feelings and perception. And those two are tightly connected to how a person behave.
All Frontier can do is to keep improving game mechanics, create new ones, add content, fixe bugs.
But they can't make anyone engage in a certain type of activity with and/or vs others if it is something someone don't enjoy.
As many have said before, the focus of the game is, maybe, not just about PvP and that doesn't mean that you can't enjoy it and have great fun doing PvP activities.
It just means that the only people you'll ever find in open are the ones who actually enjoy that game mode.
Cmdr Teldja
It's not so much player actions that are the problem. Weirdly. It's the repercussions and security model that actually defines the experience. Frontier expressly added a pirate faction; in principle there is support for this style of play. Regardless of how one might feel about it, Frontier attempted to accommodate as many different ways to experience the game, as possible. Which is actually a pretty admirable intent.
The problem, really, stems from the consequences and the mechanics (or lack there of) available. Perhaps frontier had romantic notions of what pirates were; perhaps they thought it just sounded "heaps good" (like so many things of late - it sounds cool so ship it - the consequences often aren't optimal). PP is an example of a system that was added, had a huge amount of potential; and then pretty much ignored when the developer realised they almost certainly couldn't actually develop it further
and develop other aspects of the game. Something had to give.
This has been repeated across several facets. The developer throws in what is ostensibly a pretty cool feature, and then sort of ignore it a bit, and it either atrophies, or becomes hilariously abusable (causing wild swinging of axes down the road). Perhaps this is simply how it is, for a small(ish) game studio when trying to use the shotgun approach to features.
Either way; people have relocated to solo, or private groups, because the mechanics and security model and structure around combat and law are really really lacking. It doesn't make a lot of sense, because ultimately it's view as a QoL improvement, when it should be considered a key precept.
Crime, punishment, Security - all of these things are key in defining the end user experience. They are actually critical. You will always have pirates, gankers, traders, explorers, smugglers, white knights, chaos merchants; what is vital, imho, is a security model and mechanics system that allows these things, without ending up what can only really be described now as a free-for-all.
People will be people, you can't change people; but you
can influence (not control) how they interact. You can build a model where piracy can work, and people can be reprobates, with checks and balances. And it's that last part Frontier, despite I think some genuine best intentions, just don't know how to do.
It's hard. But it really needs to happen. Otherwise Frontier will eventually find all these amazing new multi-player features they have coming down the line, are going into a void, as people have long since given up find alternatives. Be it solo, private groups or simply another game entirely.
The game really does have awesome potential; but if the foundations aren't solid, the entire thing becomes a bit broken. I am really hoping 2.1/ 1.6 is some degree of realisation that things can't just be shallow and they need proper thought and design.