There is no way to confirm that a disconnect is legit or not. If there was, it would be in place already.
On a case by case basis, no there isn't.
However, the intent behind a pattern of disconnections is not hard to determine. Poor connections will produce mostly random disconnections, or those not correlated with in-game actions. A cheater will disconnect when their vessels are in danger at a much higher rate than otherwise.
Caring or not caring aside he does bring up a good point. How does someone force a disconnect on another player?
I could give about zero !/@#s about clogging, but in your scenario here, how exactl does player 2 "force a disconnect" on player 1?
It's a peer-to-peer network model.
The game cannot tell who disconnects from who and if I block traffic to your IP on my end, it looks exactly as if you had pulled the cord to me, and if I had pulled the cord to you, and Frontier has no way of knowing who blocked who, or if even connection was disrupted intentionally or not.
The only good counter to cheating via disconnection or other network manipulations is to collect as much telemetry as possible, look for patters that indicate deliberate disconnections, then punishing that player in a manner that makes the consequence of cheating more costly than losing some ships. The game is not conducive to real-time protection or disconnection counters, which means the punishment when eventually caught should be that much more severe, if it's to serve as a deterrent.
Wouldn't that result in a desync, which can look very different than a log, and not have player 1 lose connection? The game data would surely reflect that
That's what a combat log (via disconnect) is an interruption in connection long enough to time out. It doesn't matter how the connection is disrupted...blocking an IP, killing the game task, or unplugging one's ethernet connection, etc.
Frontier can tell if someone loses connection to another peer but not Frontier, but in the case of port blocking, both peers report the same thing, and again, there is no way to divine the cause of this disconnect on a per case basis.
Even so, the number of people capable, let alone willing, to do this is far far lower than the number of people who log currently
This is true, but the best means to address both issues is the same.
Also, I have no idea what you mean by extra money I'm open
Stinja was pointing out that some people have advocated incentivising Open play.
This is impractical because it's not hard to make your self impossible to interact with, in Open, if you choose to. Hell, the game even provides tools for this in-game.