Organic pvp in Elite is certainly the most ridiculous way of using "organic" as an adjective. It got electrolytes too? Casual pvp while describing griefing is as ridiculous.
Try definition #4 --
https://www.merriam-webster.com/dictionary/organic
Or definitions #6 and #9 --
https://www.dictionary.com/browse/organic
I'm not talking about casual PvP and I'm certainly not talking about 'griefing'.
I'm talking about organic PvP, an adjective I chose because it was the most accurate and pertinent. Organic in this sense being the opposite of artificial, arbitrary, or contrived. Organic as in developing naturally from the interactions between CMDRs and other gameplay elements.
Bolted on PvP that one has to opt into to experience is the anathema of organic PvP. I'd vastly prefer if
Elite: Dangerous moved away from that, rather than further towards it...because the the experience I was originally sold on and the vision Frontier has been pushing has been one where the PvP was largely organic, not some CQC side-story of a game within a game.
It's just not working. Even Fallout 76, as disastrous as the game is, has a pvp switch.
The best MMOs I've ever played had no PvP switch and no artifical way to opt out of encounters with whatever happened to be wherever it was.
Jumpgate, which is my gold standard for an open-world, player driven, first-person space simulator, didn't have modes or even NPCs. Of course because everything was player driven there were strong incentives not to be too wantonly belligerent (attack too many miners and you wouldn't be able to build your ship again because the supply chain you depended on for parts was interrupted), and because it was a client-server architecture with no other modes to flee to, player driven C&P was actually fairly effective.
Everytime people use those term, as well as "emergent" to describe a lack of feature leading to people turning on each other due to a lack of content, they should just slap their forehead and realize they became product evangelists, apologizing and trying to find and name virtues for a placeholder feature in a videogame with a development hiatus.
Then I guess it's a good thing no one here is doing anything of the sort. The same people you're accusing of evangelizing the game are generally some of it's harshest critics.
You're simply confusing what many believe to be one of Elite's better features with the absence of something.
Specific tips on situational awareness would be more helpful; what are some of those personal experiences that can be used by a variety of CMDRs.
From this bit, I get "keep moving, don't sit still" which makes sense, is advice I can agree with, but isn't always helpful if your task requires sitting still for a bit (e.g. collecting space junk for X).
I still think might just be a troll thread but that doesn't mean we can't learn something here anyway.
So help us out with some of that situational awareness. Details, stories, or even commented videos if you have those.
This thread certainly started off as a troll thread, but it's been co-opted, and most people left in the discussion, no matter how ludicrous I think some of their suggestions and complaints may be, are quite serious.
Anyway, all the advice and anecdotes in the world can't make up for practical experience.
I could describe what I have my CMDR do; plotting routes through the system I'm visiting, so I have another jump queued up for escape purposes; periodically checking for IFF transponders (the CMDR log that show's who's present in your instance within a certain distance); to trying to get out of mass shadows as quickly as possible...to increase SC velocity, increase SC sensor radius (it's measured in seconds to intercept), and to make sure I'm accelerating away from potential hostiles, rather that towards them; to habitually cycling targets and subconsciously ranking them as threats; checking loadouts; noting wing/crew numbers and correlating that with who is in the CMDR log; never ignoring suspicious unresolved contacts; being cognizant of potential hard mass locks and a million other things...but nothing beats going out there and doing it.
Design Flaw 1: You can either have a battle ship or a paper cut. There is nothing inbetween. You have an explorer, trader or miner ship, and meet a battleship in PvP: There is no GitGud possible, ever. You can't win against a tank in a shoebox.
There is plenty in-between.
No doubt one has the most combat potential in a ship built exclusively for combat, but there is such a broad spectrum of loadouts in play, and an equally broad spectrum of piloting ability, that a significant number of my CMDR's PvP victories are while he's flying multi-purpose vessels.
Design Flaw 2: You want realistically dangerous? So give it to the gankers, too. Play a psychopathic serial killer all the way you want - but be prepared to be killed at sight in civilised systems and have a billion-Credit bounty on your head in anarchies - which also other players can get.
The same mechanisms that make losses hard to inflict and easy to absorb generally preclude strong deterrents.
Yeah put on the organic bandwith meter.
For the record, I've always been in favor of Frontier obfuscating the bandwidth meter, preferably by collecting tons of telemetry, but simple padding would do.
It's a necissary tool, to make sure the game is functioning as it should without having to resort to third party utilities, but it absolutely does become an early warning alarm a bit too easily.