t serves no gameplay purpose, doesn't benefit the ganker, and frankly in part happens because death already is so punative...
If it were so punitive, that would give it gameplay purpose.
The entire point of violence is to harm the target of it. Inflicting attrition on one's foes, driving them away, impeding their ability to continue to oppose or offend, depriving them of the means and will to wage war, these are all things I expect violence between actors (individual or otherwise) to be capable of in any credible setting. It's the utility of violence that controls the expression of violence, by virtue of it's ability to impose consequence.
I'm not sure why such assessments matter. Not everyone is intent on playing a courageous character, and few players define themselves by the actions of their characters in the context of a game's setting.
I think our experience is just so wildly different we can't relate. You seem to argue game design to specific situations, not the vast majority of experiences.
My arguments are based around what the game allows and does not allow. The vast ineptitude of the majority who never bother to learn those constraints or explore what's possible within them do not strike me as a good basis for game design, though perhaps it is a good basis for
product design. Indeed, I feel that the game's bar for success in most endeavors is so low that it's predominantly responsible for this behavior. When you don't need to learn anything to be wildly successful by most of the metrics the game emphasizes, it's easy to become complacent.
But if you can nail your target's FSD or thrusters before they can jump...it's pretty simple with all the engineering effect these days to create something that can fry even a reasonably protected trade ship before it can leave./
In my experience--as both an attacker and, much more frequently, the one being attacked--if the target has a clue and is intent on escape, they almost always will.
Dumbfires (Groms and FSD disruptors) don't retain launching ship velocity and are difficult to land at anything other than point blank range. Torpedoes are slower than hell, have an arming time, only retain rapidly diminishing momentum from the launching ship during that two second window, and only really have a chance of striking on their initial pass. Mines are borderline useless in their current incarnation because the arming time is the same as torpedoes and they are stationary...the target has two full seconds to alter trajectory. Railguns are very dangerous, if the shots can be put through the right modules, which is counter intuitively easier as ranges increase, if you can resolve the target.
To work quickly with any of these weapons, you need to be able to target your foe, which means they need to stay warm (shields and no heatsinks), or you need an emissive weapon. The latter is frequently omitted in favor of raw firepower that than can quickly be brought to bear on a panicking target. Even with a target lock, a foe that makes some attempt at positioning and distance control is very hard to hit precisely with any of these weapons in the cooldown and high-wake window. Unless the entire hostile wing is in close proximity in SC, some of them aren't going to drop in right away, and even if the interdictor is a crack shot with rails and came prepared with emissive, they will likely struggle with a target that is boosting toward them until near the moment it's time to leave.
The more common frag gankers rely on clueless targets in big ships and will usually ignore most smaller ships outright, especially if they don't appear to be piloted by a novice.
Also this is a stupid argument: Most of those advantages don't apply to real trade ships like a type 6 or 7 which aren't as mineable or small and hard to hit as a cobra. 48 tons of cargo isn't enough to do almost any mission I've ever seen on a mission board.
There are few ships where the points don't apply, or can't be more than compensated by others. The T-6 highly underrated. The T-7 is near the bottom rung of survivability, but can still escape most gank attempts.
Not that the T-6 or T-7 are
de facto real trade ships anyway. No one ever needs to touch them, because you can go from a Sidewinder to a T-9 or Anaconda in short order.
Also, 48 tons of cargo is enough for a large fraction of trade/smuggling, salvage, and piracy missions.
Pretty sure I could slap together a ship that would tear that thing apart in well under the 15 seconds time limit, and thats assuming you were jumping to another system and I wasn't flat blocking you from reaching your destination in system. (gankings cousin, griefing.) I couldn't FLY it, because I'm not one of those people who only uses fixed weapons and flys with my mouse, but a lot of gankers do.
You keep emphasizing the tool over the user, when the latter is the vastly more important aspect. There are some very competent gankers, I've met plenty of them. Most of them will acknowledge that a supremely well-equipped target that does all the wrong things is easier prey than an much more modest vessel whose pilot does the right things. Escape has a much lower skill floor than pulling off a successfully attack against a non-passive, non-panicking foe.
And neither ganking, nor preventing an opponent from reaching their goal with any contextual means on hand, implies greifing. A few skilled CMDR could absolutely keep mine from reaching a given destination in a soft ship, if that was their goal, but my CMDR does not need to stick around. He can, and in face of such determined opposition, should cut his losses and seek greener pastures. Rare is it when there is nowhere else to go, nothing else to do, even in BGS conflicts.
People map rocks in mining hotspots, something so totally insane to me I can barely comprehend it. That doesn't mean I could EVER do that, nor do I even have the slightest interest in trying.
I'm fairly confident your lack of ability and comprehension in this regard is a direct result of your lack of interest.
Play time per night which you don't seem to get. Every jump costs you an extra minute of time more or less. I think without fuel scooping it's around 48 seconds or so exactly. 40 extra jumps is 40 extra minutes out of your life needlesly that you coulda been doing something else.
Reaching any system requires jumping to it and if I'm exploring, most time is spent scanning, probing, and observing, not jumping, even in the shortest range vessels. DW-type events aren't races, and they plod along precisely to allow casual players with CMDRs in ill-equipped vessels to keep up and explore along the way.
Even if one is just trying to cover ground, fuel scooping with a larger scoop (anything class 5 or higher that is also at least one class bigger than the FSD involved) doesn't really add much of any time to jumping either, cause one can scoop to full or near full after each jump, before the FSD cooldown is complete, without risking much heat damage. When I tested the pace I could reliably keep up on that same trip, I managed
45 second per jump, while scooping.
However, as I've pointed out, it wasn't a race for me. If I needed to race from waypoint to way point, I could have taken the same sort of Krait Mk II loadouts that were so prevalent among the Distant Ganks crew, and had a very survivable ship (all the ones I ran into while alone escape) with three times the jump range.
I was flying the Corvette because I like the way the ship handles and because it has room for all the junk my CMDR needs to stay comfortable on extended voyages.
If you just HAVE nothing else in your life, well, I understand why you would be happy burning time that way, but I hope to god that's not most players.
Now you're trying to presume how much free time others should have and place a value on it for them.
Is blocking a player in Open still a thing, does it prevent them from interacting with/ ganking on you?
I have never done it however I believe it mostly works but it's not a guarantee. Also I don't think you can block anyone until after you have instanced with them (but again I may be wrong as it is not something I do).
Yes, the block mechanism reliably prevents a blocked CMDR from re-instancing with yours. It also does not require that you have instanced with them before; it's possible to search for someone on the social menu and block them directly, or import names from the CMDR history file and then block them from there.
I don't like the mechanism because it gives individual players unilateral control over the instancing of all others they encounter, including those they have not blocked, by imposing their instancing filter on any instance they are part of. I also find the ability to arbitrary block others against the spirit of Open; I firmly believe it should be on Frontier to enforce their rules regarding player behavior, and not allow those who are not violating said rules, to be excluded on the arbitrary whims of others.