Above post has a point regarding a singular aspect of pvp which tbh is reviled.
Please don't incorporate other pvp types/groups who do not partake in ganking noobs or paper haulers.
But yes. There's no anti gank except solo and there lies the problem.
The other half of the problem is there's no
incentive for anything
but ganking. Piracy is dead because there's nothing you can practically steal and make
any money at, and pvp is dramatically less effective - for any practical purpose - than doing virtually anything else. So all 'fair' pvp pretty much has to be set up beforehand, tournament-style.
If the fighting was traders vs pirates, who A: needed to be set up for piracy, meaning they need to sacrifice just as much as the traders, and B: can't kill their target or they lose their payout, then things could actually be interesting. But because piracy is essentially impossible to do, instead people just blow up everyone they see.
I'm 100% for piracy. I'm 100% against ganking, and even of murder, even when said murder is nominally in the service of one's power. Murder should
always be a bad thing, unless you're claiming a bounty. Consider real life;
any government that practices extrajudicial killing
very quickly faces
serious repercussions from the international community. By contrast, piracy is basically a completely normal part of life in some parts of the world, to the extent that many companies set aside significant portions of their budget to pay off ransom demands and cover losses.
There are some fairly simple changes that could be added to make Piracy a more viable mode of gameplay. For one, make Hatchbreakers automatically eject the most valuable goods. Second, give players a way of telling whether the person interdicting them is a pirate or a ganker. If you think you're going to get killed anyway, you'll just commit suicide before they can pirate you, but if you think you can survive, you might let them take some of your cargo, and after they'll let you be on your way.
Third, change goods to make piracy a reasonable option. For example, reduce the raw quantities of powerplay goods hauled; running full cutters of powerplay goods is
terrible for piracy, there's no way you can pirate that much. Cap it at 50 for tier 5 players, and remove the ability to purchase more. Make them very valuable to enemy players, too. Also, fix Rare Goods so they're worth hauling, too, so players often carry large amounts of low-profit goods and small cargos of high-profit rare goods.
Those changes alone would go a long way towards making Piracy a better option, before you even get into a more reasonable and enjoyable C&P system.