This is why adopting something like what others games do and artificially keeping that person's ship within the game for several minutes is the ideal soluton. The problem would literally disappear overnight and free CS to actually do CS rather than respond to combat logging report tickets.
As has been pointed out, this simply isn't doable in this game as it stands. The only entity that has 100% awareness of what the player's ship is doing is the player's own PC running the client code, which is pushing its bytes over hardware controlled by the player. The player is totally in control.
The fail-deadly system proposed by Sundae may be technically viable but it would result in a lot of false positives caused by flaky connections or bugs in
ED's own network code. If any of those bugs could be exploited to cause remote client crashes it would be chaos. I doubt very much that it's a risk FD will ever be prepared to take.
Problem with developing a full crime and punishment system is this: Everyone has their own idea of it. Some was it strict, some want a 50/50, some want a loopholed system, some desire for things to remain as is, some want a system that is beyond what i personally would define as fun.
Come on, Brett, surely you don't need to be reminded that the
ED galaxy, even just human space, is
huge. There is plenty of room for a C&P system that scales across all of those desires; fast and harsh for superpower capitals, non-existent for lawless space, with varying degrees in between. This isn't a difficult concept. Stop treating the entire gamespace as one homogeneous arena, every inch of which must please everyone. The lack of granularity in the simulation is precisely what got us into this mess in the first place.
Honestly, I don't know how to react to this thread. I hate combat loggers, I hate metagamers and I hate corporate . Right now I genuinely can't work out who is most deserving of my frustration.