Just because something "is that way" doesn't make it a good idea. And 5% is reasonable on PvE death. PvP, where you can be camped until you log out, it's not reasonable.
Exactly. I'd love to get into PvP, and even get better with combat and turning off flight assist, but the cost to benefit ratio is not high enough to make it worth while.
If they don't fix the issues going on in their game they'll end up with the space equivalent of Dwarf Fortress. Great concepts, really interesting gameplay but a ton of badly implemented features. And just because they work on fixing the current issue doesn't mean they have to full-stop any form of new ideas.
If you're being camped, Solo and PG both provide excellent options for avoiding this. Keep in mind there is literally NO WAY to prevent camping, even in a PvE only server: ramming and blocking. If your sole reason for advocating a PvE server option is to curtail griefers, you need only look at literally
Every PvE-Only Game Ever Made to see that human ingenuity is always surpassed by human humor (sick or otherwise).
Camping aside, a much more robust solution to PvP on PvE commander combat - i.e., ship that is built for combat vs. ship that is built for something other than combat - would be to suggest and support the creation of more (effective) defensive modules. At the end of the day, part of playing Open is acceptance of risk from PvP. That is inherent in the title but moreso in the risk/reward structure of an MMO. That said: that 'accepted risk' needs to also be 'acceptable'.
PvE players lack the ability to defend against combat builds unless IN a combat build. The Type-9, a behemoth trading ship, only has 3 usable medium hardpoints...none of which are well situated for defenses like mines (which would work a heckuva lot better if hardpoints on the ships these best fit actually existed). Mines, EMP blasts, scramblers, boost-modifiers....the list of potential modules for 'escaping' are endless, but do not exist in this game. You want to solve the Open Debate? Give PvE players means to defend themselves not with the intent to win a fight, but survive it! PvP players hunting non-combat ships will in turn need to develop better tactics and skills to overcome these measures - creating a balance of 'acceptable risk'.
That balance is not, "I die or you die". It is "I die or your time is wasted." Interdictions follow this pattern
perfectly. Incorporating modules that carry it into successful interdictions extends the playability of such an encounter. Now a PvP player is investing time on an interesting fight (Can I get them in time?) and the PvE player is engaged in a risk/reward scenario that builds tension and excitement (Can I get away in time?), both are on more equal footing.
TLDR;
Advocate for more defensive measures for PvE commanders. Combat builds can survive PvP builds - traders, explorers, and miners...not so much. CHANGE THAT! You don't need a new
mode of server, just new
modes of defense!