Thank you for finding these. They are exactly the dev comments I was talking about in the OP to this thread. I had trouble finding them myself (I wish the forum search would let us search for posts by named devs).
So, let's look at the following _particular_ statements by Sandro. This is where I think they get it _fundamentally_ wrong from a design and player retention standpoint. Highlighting is mine for emphasis. I'm going to comment on a few different aspects of Sandro's thinking:
I'm not overly interested in the whole "who wins the encounter" discussion, especially when the encounters can be very lopsided. I'm interested in how game play is served for both parties:
I look at the combat ship. Regardless of what their intent is, at this point in the game play they have a material advantage. But I want to make sure that the length and options of the encounter mean that both parties have at least *some* tricks to employ (hence I want to make sure that the trader could have fitted modules that make life more difficult if used well, and that the combat ship has the means to potentially prevent instant escape and actually attack). If you fly a stripped down trader with no shields or means to defend yourself, I contend that you are taking a calculated risk and can't complain too much when you get interdicted.
I'll just point out here that Sandro already knows that the interdicting player (or NPC) has a _material advantage_ over the interdicted player. This is a fundamental PvP imbalance right from the start.
I'll also remind Sandro that even when properly equipped with shields and a crap ton of turrets, along with PvP know-how to keep the interdicting ship in range of all turrets with 95% uptime, any _NPC_ ship from an Asp upwards can inflict at least 12% hull damage on a Python "trader with teeth" configuration, and that's 200K in repair cost right there. 250K if I put an A-class powerplant in the ship (everything else is already A-classed) Shields get stripped quickly, and hull damage happens. Now: against a _player_ in a viper or cobra, you can expect the same hull damage or more if you stick around to fight like a porcupine. Get it, Sandro? THERE is NO winning or break even scenario for a trader in your vision of lopsided, imbalanced PvP. The only winning or break even scenario is to successfully run away before shields are lost. Even in solo mode.
All in all, the end result of this encounter is mostly likely that the trader suffers some amount of material loss (the extreme being that they are destroyed) and that the combat ship more than likely has a bounty. Depending on player skill and materials involved the result can swing one way or another, but this is most likely outcome.
Isolated summary by Sandro for emphasis. This is fundamentally imbalanced and a total, complete LOSING proposition for traders. This is every bit as bad as the fundamental pirate-trader imbalance in ArcheAge. And if you want to see how well that's working out for Trion Worlds, reach out to them, developer to developer, and ask them how happy their playerbase is and how their financials are doing these days.
At this point, the trader needs to recoup their losses (being traders, they'll likely trade to do this). I believe we currently have some issues linked to the severity of their potential loss, but I suspect we may be able to find ways of softening the extreme cases a little better (tweaks to the credit line, for example is something we're looking at, or some changes to overall ship costs). Importantly, to me it makes no sense for the trader to perceive that they somehow "lost" this encounter - because the deck was stacked against them from the start.
Now you're on the right track, but this _directly_ contradicts what you've stated above. You have _contradictory_ design goals at play here.
The only sensible way for traders to assess how well they did is to consider how much they lost. And in a nutshell, this is where we have to make sure that traders can *if they wish* alter their ships to mitigate the loss caused by loss. Tough shields, armour, point defence, weapons - these all make a difference. For sure it's no guarantee that the trader can defeat the combat ship, but - if we get the numbers to the right place - it may well mean the difference between some hull/module damage and complete ship loss, depending on the equipment and *how well* it's used.
Where in all this line of thinking is the notion of "what does the pirate risk losing versus what the player risks losing"? Right now, all risk is on the trader, and zero risk is on the pirate:
* The pirate is flying a smaller, cheaper ship so their monetary loss from a fight is much smaller than the trader.
* The trader stands to also lose their investment in cargo cost. What does the pirate stand to lose to balance this cost risk?
A complete viper loss is 6 minutes of tradiing to recoup for the average player in an A-classed Viper, who also has a T6 or Asp on the side for cargo hauling. Meanwhile the trader in an A-classed Python is looking at 102 minutes of trading to recoup the monentary loss of the ship replacement alone. Add another 60 minutes on top of that to recoup the loss of lost cargo. And the numbers get WORSE from there for a T9 or Anaconda.
This is utterly, fundamentally imbalanced.
And I have to say that this is a core concept for the trader's basic journey. It really has nothing to do with them "beating" or "losing" to ships that are designed specifically for combat. It's about the dangers and efficiencies of haulage.
I have no problem with this design principle as long as the risk/reward is BALANCED for both parties. Right now, the game is nowhere near that state