(Note to the OP: change your font color in the OP: too much is obsured and hard to read.)
Back to the point of the OP and this thread, it's really really really really really simple: In Open mode, there is too much risk/pain/cost and not enough reward to balance against that. It's a balance issue that revolves largely, but not completely, around two things that are entirely under FD's control (not player control):
A. Repair costs for larger ships are insane.
This could also make Larger ships better Pirate ships as well, making Mass Locking a little easier. I support this but it probably isn't what you are talking about
With how easy and profitable Trading is, I still think the Pirate takes all the risk. Even if the Pirate messes up or kills you, the Pirate is still losing money in this environment. It takes me 4+ hours to make the same amount of cash Pirating(NPCs or CMDRs) in my Cobra, than I can in my Type-6 in about 30min doing two jump trade routes. If traders were struggling as much as the other roles in this game I could understand the risk/pain argument, but that is just not true. Trading is easy, most profitable, and is the one role that can opt-in to super easy mode that is Solo mode. I don't mean this to be a carebear insult, I'm just saying, it's the only profession that gets special benefits by doing solo play.
* Or (and) you could have a simple mechanic in Open mode only, whereby IF you are interdicted by a real player AND you escape, you earn 200,000 cr. Not only that, but the 200,000 cr is actually deducted from the other player! If they don't actually have 200,000 to lose, then at the very least they are busted back to a Sidewinder and 1000 cr, and you still get your +200,000 cr anyway. Then sweeten the pot even further by making that number 400,000 cr if you actually fight and kill the interdicting player pirate.
Like I said previously, the risk-reward against the Pirate is already great enough. If you do shake off the interdiction, the Pirate has a chance of taking damage, and you most likely will get away. Risking a 200,000 "Interdiction Failure" for a chance to get 10-50k worth of stolen goods is a joke. If the Trader desides to make a run for the station instead of jumping out of system, and keeps suffering "Interdiction Spam", that is partially the traders fault. But I also believe that Frontier should figure out a way to add an extra assault bounty for mass interdictions, because that is obviously a hostile act at that point.
NPCs provide all the risk a lot of us want. Proven by how big and how fast private groups are growning (Mobius is what, 2000ish players now)
The thing is, people play games to relax
I can understand that. There are a lot of people playing Elite that don't what a hard game in any respect. They just enjoy the simulation and really just want to be a Space Trucker. I'm pretty sure this is the camp that clamored the loudest about NPC interdiction being to frequent in Beta/Gamma. There isn't much that we could do to open play to attract players like that, and that's fine.
having someone turn up, disable you for no reason (no comms, doesn't ask for or take any cargo) and whiz off again - that is not relaxing for most people
...and this issue is the one we need to fix, for those that are on the fence about Open play. Those that do want the challenge and trill of CMDRs taking the place of some of the NPCs out there, but don't want to be bullied. Frontier just needs to create more harsher fines for tactics like these so at the very least, griefing costs a lot more money. Currently the fine for Hauling stolen goods is higher than murdering a CMDR! That is just crazy! Plus with how easy it is for CMDRs to get away after an interdiction attempt, good pirates are encouraged to take out Drives as fast as possible to give them a chance to steal cargo, which currently worse than murder since the Pirate won't get fined for that. Something needs to be addressed there as well.
Even though it has to stay the way it is at the moment, I do agree. People will use solo mode as easy mode to make cash, then take that into Open play to be a jerk. I don't know why two separate accounts wasn't implemented from the beginning. This wouldn't affect the people who prefer Solo/Group mode anyways and in the end will just give more power to Griefers and making Open play even less appealing.They MUST be separate. There is no reasonable justification to have a God mode implemented. You want to spend your entire bank account on one giant cargo hold of platinum? Better be prepared to deal with a pirate Commander, or deal with the loss. As it is now, 90% of players would just switch over to being invulnerable.
But this is how the game was setup, and we have to deal with it. The only thing we can do now is create more in game punishments for CMDRs just trying to be jerks/mass murders in Open play. That way the thrill comes from the challenge, not the fear of being bullied. I really think what will make this game great is emergent game play between other players, not people playing them by themselves watching spreadsheet numbers.