Just spitballing an idea here, so feel free to shoot it down 
Imagine a new module, the effect of which is to both immobilize the target and also protect it from damage - a kind of stasis field, if you will. The stasis field is keyed to the mass of the ship and the only way to disable it is to reduce the ship's mass - ie. to drop cargo.
Once the ship's mass has dropped sufficiently it is no longer immobilized, but retains the invulnerability for (say) 15 seconds - this gives the target time to escape without being destroyed. There should probably be an additional 60s immunity to prevent chain interdictions.
Higher grade/class modules require more cargo to be dropped to be disabled, but obviously ejecting all cargo would have to disable it too.
The pirate would also have the ability to drop the stasis at any time, but the invulnerability remains.
It should also be possible to resist the effect, but maybe at the cost of shields, or increased FSD charge time.
Finally, if the player under stasis logs out, then cargo is automatically dropped, starting with the highest value items - that way there's actually an incentive to stay logged in.
It's a bit more 'magic' than I would like, but maybe somebody can theorycraft some tech for it.
I THINK I've covered the possible exploits and griefing mechanisms, but I'm confident the Forum can provide some that I've not considered.
All feedback welcome.
Imagine a new module, the effect of which is to both immobilize the target and also protect it from damage - a kind of stasis field, if you will. The stasis field is keyed to the mass of the ship and the only way to disable it is to reduce the ship's mass - ie. to drop cargo.
Once the ship's mass has dropped sufficiently it is no longer immobilized, but retains the invulnerability for (say) 15 seconds - this gives the target time to escape without being destroyed. There should probably be an additional 60s immunity to prevent chain interdictions.
Higher grade/class modules require more cargo to be dropped to be disabled, but obviously ejecting all cargo would have to disable it too.
The pirate would also have the ability to drop the stasis at any time, but the invulnerability remains.
It should also be possible to resist the effect, but maybe at the cost of shields, or increased FSD charge time.
Finally, if the player under stasis logs out, then cargo is automatically dropped, starting with the highest value items - that way there's actually an incentive to stay logged in.
It's a bit more 'magic' than I would like, but maybe somebody can theorycraft some tech for it.
I THINK I've covered the possible exploits and griefing mechanisms, but I'm confident the Forum can provide some that I've not considered.
All feedback welcome.