Option 1: what do you do about collisions? If player A can ram player B with no damage to either, player B can still collide with a station wall, or a planet, or similar. It's technically the environment that killed them, even though they'd have survived if the other player hadn't been there.
Option 2: station ramming as a way to get PvEers banned from PvE mode would be the new sport, I expect.
Option 3: change only when docked doesn't solve a lot of the exploits - a group of players some of whom are PvP-enabled and some of whom aren't can do a lot of exploity stuff - the PvP-disabled could heal their PvP-enabled friends without being able to be taken out themselves, for example ... or just act as convenient shields.
There's not - unlike many other games - a clear split between a "PvP" action or a "PvE" action. Simple non-combat example: you're mining, I show up in an unarmed ship with a collector swarm. Am I doing some pre-emptive piracy, or am I helping the DWE crew with tonight's CG by reducing the number of ships which need to find space for a refinery? You know which I'm doing ... but can you make a reasonable rule for the game?
Or ... you're mining away. I keep dropping in and out of supercruise, each time I do it attracts a new NPC pirate, which I lure over to your position before I get a new one.
The only way to guarantee no PvP action is to make sure players can't instance with each other in normal space. So, basically, Solo with a shared supercruise. With the System Comms channel, the shared supercruise isn't really necessary either nowadays ... or you can choose to only be instanced with players you can trust not to attack you: Private Group.
2) Anytime you murder another player in a system with any type of security, you get an enormous bounty (several million credits) and notoriety that never expires. [...]
3) If you are a murderer and get taken down by a real player, you lose your ship (no buyback whatsoever) and your credits. Again, adds more excitement and probably more realistic.
Scenario: you're doing some NPC hunting in a HazRES. You're not carrying any cargo, you're clean, and you know anyone who kills you will get your designed and very large griefer penalty, so the appearance in the zone of a few other hollow triangles doesn't massively concern you.
Then one of the triangles - a Sidewinder - hits silent running, flies through your line of fire, and boosts into an asteroid. As the last player to attack them, you are credited with the kill, and get a bounty.
Two seconds later - before you've really realised what's going on - you're hit by fourteen simultaneous frag cannon volleys and explode. The Sidewinder's friends claim the bounty, and you're down one Corvette and a few million extra credits.
Scenario 2: you're leaving a station and have got out of range of the station guns, but not outside the NFZ, and have not been travelling at under 100m/s all the way to the edge of the NFZ. A Sidewinder rams you and explodes. You're now target number one for every PvP bounty hunter, who will ensure you don't make it to the next station.
The big problem with "if only C&P was extremely harsh" is that
- people who intend to be criminals will be very aware of what C&P does and how to mitigate the effects
- people who do not intend to be criminals will not.
We saw this in 3.0 - C&P got quite a bit harsher, especially on player-killers. You can run up a very large bounty from a relatively small number of player kills now, and you can't avoid paying that bounty forever without permanently abandoning your ship.
Who complains? Not the habitual criminals, who looked at the new system, adapted to it, and carried on with somewhat higher costs than before ... but the people who tag an NPC in a RES and find that they can't just jump out of the system for ten minutes to have it all forgotten.
Push it much harsher, and it'll be at the stage where "trick someone into becoming a criminal, then kill them" is the new pastime.
There's also the problem that "lose your ship permanently" is not necessarily that big a deal to someone planning *for that consequence*. It's trivial to build a frags FAS and give it some basic G2/G3 engineering mods:
- lower total credit cost than the rebuy on some bigger ships
- with remote engineering and material traders, you can give it 75% of the performance boost of G5 just with "spare parts" levels of materials ... in five minutes without leaving the hangar.
- still more than enough firepower to destroy a poorly shielded trader.
Lose it completely? No big deal, there's another fifty ready in the shipyard for less than the credits and materials costs of a single G5 Cutter.
(But it's of course a major consequence for the unexpected criminal who didn't expect to lose their ship that day)
4) True Pirates should be treated differently. If you are trying to get some loot and rob someone, not just kill people for the sake of giggles, then you should be allowed to tag cargo items using your manifest scanner and if the other player does not drop them and you then kill them, the current C&P would apply, allowing your notoriety to diminish over time.
So give up a single utility mount and you can kill any trader you like? Given that people are currently doing enough outfitting compromises to follow DWE around in a heavy combat ship, one utility mount would be an easy deal for them.
Scan the trader, mark certain items as wanted, blow them up with heavy weapons before they can comply. (Or get them to hit "dump all cargo" in an attempt to stop you, which in a trade T-9 will probably cost them more than the ship's rebuy anyway)
The other problem with this: you're a pirate, you've been doing some "legitimate piracy", you've worked up a bit of a bounty with the assaults, etc. but you've not hit any "is a griefer" flags. A player bounty hunter finds you and attacks. Your options are:
1) Immediately high-wake and keep running. (Which is no fun for the bounty hunter)
2) Surrender and die. (Which is no fun for the pirate and not much for the bounty hunter)
3) Kill them, and be declared a griefer for killing a cargo-less clean ship.
Pirates need to be able to fire back on bounty hunters, including without keeping track in a wing fight of which bounty hunter hasn't actually shot them just yet (or take out the one who isn't shooting them because they're healing the one who is!), without excessive penalty. (Sure, it should be illegal, but there's illegal and there's "you're not actually supposed to do that in-game", which is the level of deterrent you're proposing)