I do agree with your OP Ryan. The two 'problems' are very different aspects of the same issue - or at least closely related issues and should be treated differently.
I've been a fan of the Transponder thing until I saw DBOBE's Norden Game Conference presentation yesterday (Thanks Pecisk and others for linking to it) and have since changed my mind somewhat on that. I saw it mainly as a gameplay feature rather than an anti-griefing feature. Sure the anti-griefing feature was a big bonus but I wanted to see it in as a way of making the PU truely a thing I'm a very small speck in rather than a hide-away-from-the-nasty-people thing. Having heard DB's view on the Pilot's Federation and how the game mechanics differ between resolving PC and NPC engagements I'm much less enamoured of the proposal. I do agree that the main thrust of the DDA posts on the subject are going to severely penalise playing like an at and we should at least see them in-game and working before we start trying to shoot any FD staff for creating such a system. The way I understand it the only people who are going to be severely constricted by the rules are going to be the people who want to PK at will with no consequence and they're the ones railing against it the most. At the moment they can do so but hopefully on 29th July, if not before, we're going to see the bounty system in place for real and we'll have a clearer view on how that is all going to work out then.
With regards to the group thing, there are already a number of safeguards built into the game proper. The primary tools of the large group griefers is the ability to control large groups in game, the game in question needs to be of a fixed and static size and the methods and routes of movement have to be narrowly defined and again, static. With ED, while the core systems are pretty much static, there are over 100,000 of them plus, if FD's plans are to be believed, they will be in continual flux. Also, While hyperspace always takes you to close to the systems primary star there is no absolute point of entry plus you are always in SC when you enter the system. Travel away from the primary star to almost anywhere in the system is quick and convenient. Certainly, there is the possibilty for interdictions but that appears to be a system that has to be carefully planned out and not an Ad-Hoc method of interception. Unfortunately we will need the full mechanics in-game to test out but on current information, I don't see this mechanic as a viable replacement of the jump gate/road crossing chokepoint ambush.
As long as FD keep to their guns and do not allow any kind of guild/group/organisation support nor cave into demands for player owned assets such as stations or even whole systems then I think we're pretty safe from the group based griefers. Their only way of griefing as a group is through control of players or in-game assets/locations in a fixed and walled game environment. As long as those are denied to them then they'll find it extremely difficult to get a foothold. I'm not saying they won't try and take over but I am saying as plans currently stand they can be easily worked around, bypassed or ignored.
I've been a fan of the Transponder thing until I saw DBOBE's Norden Game Conference presentation yesterday (Thanks Pecisk and others for linking to it) and have since changed my mind somewhat on that. I saw it mainly as a gameplay feature rather than an anti-griefing feature. Sure the anti-griefing feature was a big bonus but I wanted to see it in as a way of making the PU truely a thing I'm a very small speck in rather than a hide-away-from-the-nasty-people thing. Having heard DB's view on the Pilot's Federation and how the game mechanics differ between resolving PC and NPC engagements I'm much less enamoured of the proposal. I do agree that the main thrust of the DDA posts on the subject are going to severely penalise playing like an at and we should at least see them in-game and working before we start trying to shoot any FD staff for creating such a system. The way I understand it the only people who are going to be severely constricted by the rules are going to be the people who want to PK at will with no consequence and they're the ones railing against it the most. At the moment they can do so but hopefully on 29th July, if not before, we're going to see the bounty system in place for real and we'll have a clearer view on how that is all going to work out then.
With regards to the group thing, there are already a number of safeguards built into the game proper. The primary tools of the large group griefers is the ability to control large groups in game, the game in question needs to be of a fixed and static size and the methods and routes of movement have to be narrowly defined and again, static. With ED, while the core systems are pretty much static, there are over 100,000 of them plus, if FD's plans are to be believed, they will be in continual flux. Also, While hyperspace always takes you to close to the systems primary star there is no absolute point of entry plus you are always in SC when you enter the system. Travel away from the primary star to almost anywhere in the system is quick and convenient. Certainly, there is the possibilty for interdictions but that appears to be a system that has to be carefully planned out and not an Ad-Hoc method of interception. Unfortunately we will need the full mechanics in-game to test out but on current information, I don't see this mechanic as a viable replacement of the jump gate/road crossing chokepoint ambush.
As long as FD keep to their guns and do not allow any kind of guild/group/organisation support nor cave into demands for player owned assets such as stations or even whole systems then I think we're pretty safe from the group based griefers. Their only way of griefing as a group is through control of players or in-game assets/locations in a fixed and walled game environment. As long as those are denied to them then they'll find it extremely difficult to get a foothold. I'm not saying they won't try and take over but I am saying as plans currently stand they can be easily worked around, bypassed or ignored.