I still find it funny that everyone thinks how many credits CMDR BillyJimmyJoeBob has is any concern to anyone other than himself.
Persistent, shared, background simulation means that everyone has the potential to influence the rest of the game for everyone else depending on what they do with their money.
Not that money was ever the main problem with this exploit.
The fact of the matter is, the only PROPER fix is to remove Capital Ship swarms. Nerfing bonds is a step backwards. Making NPC kill steals happen more often, bad idea. Both of those will effect ALL aspects of combat and not the ONE that is actually "broken".
That's not a fix. That's countering one absurdity with another.
Just wondering... wouldn't quite a simple fix for this be for the capital ship to do a 10k orbit around the area? So it takes it around 10 minutes to make the loop?
If someone's sat underneath it, they'll get revealed in about 30 seconds, and out of defence range in 2/3 minutes. I guess it would need additional programming, etc.
People keep saying AFK, but if they're using turrets, don't they need to select a target before it'll start firing? Also, as far as I am aware, they can't target multiple enemies. Can't see how they can do that AFK.
A moving capital ship might help, but I still say the best fix is simply to adjust the AI of the attackers.
Currently they drop in at very short range, in very small groups, make a b-line for the cap ship or the nearest target, and promptly die.
They should drop in 20km out, and not launch a mass attack until numerical superiority has been achieved. In the mean time, they should send small sorties out to probe defenses and lure enemy fighters out away from the capital ship.