In open, mistakes happen. I've been known to spray a few wild shots across a wing mates hull from time to time. (I suck at combat, but they keep me around regardless.)
However, one disgusting facet of MMO is still part of ED from the moment it became an MMO. Gankers, murder hobo's, psychopaths. Call them what you will, call them what they are.. not like they care in the least.
I have read ED forums regarding gankers as far back as 2015, and that group of internet trash/genetic waste are still around, and still FD has done only so much to make being a ganker less than desirable.. or at least a palpable risk.
I found this solution though.. and I happen to like it.
ORIGINALLY POSTED BY BEN SEVIL
As a relatively new player, and not terribly good with my keyboard or mouse, I play Solo, of course. And until there's a good reason, I won't venture beyond Mobius.
There are plenty of things that could be done without going to the extreme of outright banning. Since I'll admit that piracy could be fun (and the occasional griefing might occur) if I were actually up to it, I've thought of an alternative.
1. Piracy rankings. I don't know, start with "Irritating" and end up with "Most Wanted", say. Linked not to cargo stolen, but to number of murders, weighted by combat rank. The lower the combat rank of the murdered cmdr, the greater the increase. Adjusted for powerplay elements, of course.
2. Progressive restrictions on ability to dock at stations in high, then medium and finally low security systems.
3. Once a certain number of kills or rank has been reached, an increasing likelihood of a Federal or Imperial wing dropping out of space near the pirate to deal with him. Rebuy possible afterwards.
4. Once a very high number of kills or rank has been reached a community goal to eradicate that commander and any others who choose to be in his wing. No rebuy for any pirates involved. Accounts have to be restarted from scratch.
5. The ability to reduce pirate rank by paying off the rebuys of those murdered. So if someone as hopeless at combat as I accidentally kill someone by, say, ramming into them, I can clean my slate.
6. And, of course, some gameplay enhancements for pirates in anarchy systems, so that there's stuff for them to do in places where no sane commander would venture.
I think (4) is the most important here. Even if a griefer gets killed by a lucky shot or vengeful wing or whatever, they can re-spawn practically untouched by the experience. A pirate with a fully modded ship probably doesn't need to worry about the rebuy. So, if griefers want to talk about "realism" let us give them "realism". If a pirate dies after (4), he stays dead.