But if a player group decides they're going to mess up another groups BGS, then ganking is a legit way of defending against it. It should all factor into the decision to start open hostility with another group, why should mission runners be protected if they know what they're doing?
My point was, you need those mission runners. Without them, you got nothing to gank, there is no game for PvPers.
You can't have a one-sided PvP mechanic though... I'm not sure how you would make a dedicated PvP side of PP or BGS when only one side turns up?
I have wondered about this as well in the past. And there's no easy solution. Possibilities could be (still spit-balling)
- Presence of a military force slowly creates influence. Akin to parking an aircraft carrier on the shore of a country when you want to apply pressure. But just being in a system twiddling your thumbs isn't good gameplay.
- A mechanic where you show the local forces there's a new sheriff in town. Which means PvE against the local forces, but as a PvPer you can instigate that action. It's up to the defending faction to respond to this, but then you would have PvPers responding to potential PvPers.
All of this is weakened by the usual suspects, timezones, instancing, platform and size of the bubble. But that's why I opted large factions (Fed vs Imp) to increase the number of participants being online. And a way to alert a faction one of it's systems is under attack. Which is also problematic.
I don't have all the answers you see
