Robert Maynard
Volunteer Moderator
No need to use the pejorative "magical" - we already have friendly fire systems today and it's an easy technical, and story, explanation (Pilot's Federation members all have these systems installed as a requirement of membership).
So what you want, in effect, is an RP-PvP group. I have no issues with that and would probably play in it myself (if it wasn't for this bloody on/off ident thing).
I know people talk about splintering the playerbase all the time, and I get the concerns, but it does seem that with the splintering that will happen to private groups and solo play anyway it might not be a bad idea to revisit the major groups as a whole. Personally, I would have...
Ironman - as is, but NO switching to subgroups or solo play. You're in the main group all the time.
Normal - The current "all" group. PvP anywhere, anytime, but with reasonable consequences. Psychopaths may exist!
PvE - No friendly fire (as above).
RP - As Normal but with a mechanism for removing ats.
No need for RP-PVE IMHO, it's an over-splinterfication (yeah that's a word... now!)
And I'd get rid of the magical PC/NPC ident service completely, or have it as an option when private groups are created.
The "magical" was more intended to be read with the "lasers that don't do damage" than with the weapons locks - I'll remove it if you remove your "magical" from the "PC/NPC ident service" (which is certainly not magical as it really is just an identification beacon).
I don't think that the RP-PvP group could be a default access group - there would be howls of complaint if/when someone was kicked to the All/Normal Group. That's why I am hoping for the possibility of persistent private groups. It also negates the requirement for an additional default mode split to the player-base.