I don't know how often it was repeated and mentioned here. You can only optimize a cargo vessel for surviveability, not for winning or completing your desired cargo run. Perhaps someone can give me a solution I haven't found yet. Even with my engineered Krait Mk2 (FSD G5 shielded and Shieldgenerator and boosters also powered up) I can not reach the destination. At some point, I have to high-wake and start from the beginning. The only solution I have found till now, is to have a wing buddy that distract the attacker long enough, so he could not follow me again after lowwake.
It's nice that I can now survive every gank attempt (wich take me a lot if hours to grind that eng mat/data), but I still can't complete my runs alone. I have not always someone at hand, that's willing to sacrifice himself for me.
Time to learn placement.
So when you are at A and want to move to B, most players will follow the shortest way, ie flying in a "straight" line between these two points. So where is the obvious location for an aggressor to be? somewhere between A and B.. So your direct route will place you more or less infront of the attacker! And you end up with the repeated interdiction, fail to evade/submit, low wake, until you have to high wake. and what makes this even worse, is that you are getting puled back to the attacker...
so what it the solution to this then? is there any other way we can fly that could work better? yes there is... if you start off by flying 90% away from your destination, and then do a spiral "loop" to turn in so that you will arrive from the OTHER side of your destination. So yes, you will fly a longer distance, but if you choose a patch avoids flying past any other planets etc, you will fly faster, so the time lost is usually not that bad, but you will loose time. Now the aggressor, sitting between the A-B have to fly to you, and then get behind you, and since you will do a spiral way that is tighter at the end, the attacker have to fly longer to get behind you to be able to interdict you... So unless you make a mistake, like overshooting the destination, etc, then you will be able to avoid most people trying to interdict you. because now you would be wasting the attackers time, trying to attack you. And since there is no obvious best route that all players would take for this, then there would be no "best" location to be located at to interdict players.
And lets be hones here, this gets boring. and is yet another skill to learn.
Add to this how you can avoid the station slowdown, so you fly faster and then you make an emergency stop, just before the station, boost, boost, boost, untill you can low wake, for a couple of seconds to your destination, and even if an attacker jumps in on you, they will arrive where you where, and now have to chase you, and you are likely to be able to low wake, and then immediately exit at your destination. This does not works against NPC's, that always drops in on YOU.. regardless how far you have travelled from the original point.
So this what I learned from a friend, who have repeatedly visited CG in open in his shieldless Cutter employing these two tactics and he has yet to get blown up. This is greatly helped by having a fast ship like the Cutter. It still works for slow ships like Type-9, but you will from time to time get shoot at.
So for regular gameplay, this not offering any special, for some players, just avoiding the destruction is the reward, but for all the rest, it is just a waste of their play time.
The key factor here, is disparity between players and NPC attacking you.
IF security influenced the danger level of a system, and thus the payout. Then players could make conscious choices as that what kind of risk they are willing to take.
So if you want a laid back, hauling experience, play in high security systems, and if you want max challenge, then visit anarchy systems,where "rumour" about what you are hauling is faster than your travel. And this would work in all game modes.. Now notorious players should have a really hard time in high security systems and constantly be evading authorities in these high security systems, meaning, they cannot just "passively" wait for their next victim, like today. But this also opens up, an opportunity for another set of missions, taken in anarchy systems to do stuff in medium and high security systems, and get good pay for their higher risks... giving us a criminal career path.
So this lays the foundation for teaching players what systems are "safe", less safe, and unsafe. It also pushes criminal activities to the unsafe systems. Now hot spots like Engineers would not exist as they do today, most (all?) of engineers systems are high security. CG can be placed in any kind of system, and with that we get different danger levels.
So now we have introduced game mechanics, that works in all modes, introduces "danger", and players have their choice of what danger level they comfortably with, and with increased credit rewards, players are being tempted to accept those more lucrative, but more dangerous missions. So depending on where players are flying, they would most of the time be in a more suitable loadout for the expected danger level of the current mission, and this now makes the choice of game mode less important, as player can still control their own risk level by their choice of systems to visit...
And we can further change the risk
Think what this could mean for the mining meta, what if the best price to sell your your stuff was always in an anarchy system? Not only where you mine, but also where you sell you stuff...