They can add a "fake" pad, I mean... one that works for exit only for those cases (i.e. on the side of the pad) or a door at the end of the hangar so you can undock your ship and fly out of the outpost. But yeah, mechanic is terrible because first of all we have too few pads
The stations aren't supposed to be abstractions. They only have the number of pads/hangars they have because that's how many will fit inside the model.
I don't have a problem with this. Not all stations should be able to accept an unlimited amount of traffic. Congestion and all the stuff that goes along with it should be a thing.
The problem, IMO, is how stations react to traffic. Allowing someone to idle in one of your precious hangars while high priority traffic builds up outside is ridiculous.
Sorry, but block is what FD have given us to choose who we play with.
And the ability to choose who
others play with, which is what I've always objected to.
There are ways to chose who you play with, without imposing your choice upon third parties.
They could have given us an Open-PvE mode, or better C&P, or more granular options for reporting crimes, but they've been lazy.
None of these would address the underlying issue. This is not an in-character issue, so that leaves Open-PvE. Open-PvE might solve a subset of the activities that serve as pretenses for blocking, but not all of them, and we'd be having the same arguments about block if there were and Open-PvE mode.
It works, but if there are knock-on effects, they're effects which FD have chosen to allow.
Someone said it a few pages back: we have to play the game we've got, not an imaginary one we happen to want.
The existence of threads like this acknowledges these facts. They are pointing out issues with the rules as they are and asking for change to subjectively better rules.
I know change won't come, but that doesn't make the arguments any less entertaining.
I doubt that knock-on effects from block are ever clearly seen though.
Sometimes they are. rootsrat had a pretty clear example, that I was mocked a little for when I didn't assume more than was actually said. I have examples of my own that I consider as clear as anything can be.
I guess that wing/friend lists, timezones and ping compatibilities are usually much more significant.
If this were the case, in high-traffic areas, it would mean block wasn't functioning. But we know it is and we know how it has to work to do what it's being asked to do. The existence of other matchmaking issues, of which there
are many, does not change how block functions.
The basic mechanism and it's implications are not in any real dispute.