Youdonotreallyread...
That is how interaction with NPCs already work.
Shooty on clean NPC = rep loss and bounty. -> hostile -> no docking + kill on sight
Shooty on wanted NPC = no infraction.
With what i suggest as in flagging,
that would finally work on CMDRs, too.
The enemy state is a state apart from wanted/clean, as shows powerplay.
Right, but i go a step further