Every single one of you piracy sympathizers completely misses the point each time you compare open play to real life or whatever else. The point is piracy and other sorts of crime driven behavior is illegal in real life and in ED. The problem is there's almost nothing of consequence currently in ED to punish these crimes. The current bounty system is woefully inadequate. Being in a high security system should actually mean something. It shouldn't mean anyone in a bigger ship or bigger wing can murder you at will and get away with it without a single consequence. Yes, piracy and other crimes should be allowed in the game. But they should have real consequences, just like actual crimes do. Any of you that like to engage in criminal behavior in ED and cry about your victims not being willing to "accept the consequences", yet turn a complete blind eye to the fact that your crimes have no real consequences are just being hypocritical chickens.
I generally agree with this but I would also like there to be options, for say a minor faction, to boost their security by having to do things, like missions and mini cg's that would involve cleaning the system of undesirables and such.
Because your minor faction resides in a system, means you should have to work for the best results, depending on how you want your system to run.
I don't know why there are not interdicting Police forces in high-security systems to make sure there are no illegal activities. Sure, it may annoy legit players a little but which do you want....a mild inconvenience or to be attacked constantly because of no consequences for the attacker?
This can work in systems without a minor player faction as well.
There are already ways in the BGS to destabilize a system but I don't know if any directly affect the security level but let's just suggest the actions of a potential pirate:
If you successfully smuggled goods into a system as a mean to destabilize it then that would affect the system security. The more smuggled, the lower the security because they would be distracted by crazed Onionhead party people, others running around with guns, narcotics affecting the workforce and productivity of the system or whatever...
On the flip side, positive legit missions restore the balance.
If unchallenged, and once that drops, then the Pirate, or group of pirates have their chance. This would make the game constantly change and for traders to have to constantly check if the system they are delivering to is safe, or not.
In this way, it comes down to the actions of the players and how much attention they are paying to the game as to how hard or easy it is or becomes.
Sometimes you may even have to fight for what you want if it's that valuable to a player, as in a nice trade run or something else.