this again. when you guys talk about crime and punishment, are you referring to fictional infractions and consequences (say, proper bounty system, hostile stations toward wanteds, etc) or do you mean banning people from the game or specific areas?
bc indeed fictional c&p needs much love, but using it to counter exploits? can't wrap my head around the idea of using in-game mechanics to counter external offences. not only would it hardly ever work, it doesn't even make much sense to me and sounds like a terrible idea. if there's a radical genius twist to it i'm not seeing it.
there's a fundamental difference between a 'crime' in a virtual context, and deliberate exploitation of technical flaws. fix both, don't mash them together in an even bigger mess.
I think that most perceive it as referring to fictional infractions and consequences (say, proper bounty system, hostile stations toward wanteds, etc)
The point made - If you could issue a bounty on a "griefer" (I use the term loosly here) and lets say we had a rule set for bounties that they can be applied only outside of PP and only issued if the attack is unprovoked the system could work something like this .
"Attacked Party Can issue a galaxy wide bounty to a max of X amount based on the offence
Example - Pirating can resolve in a bounty of 50 000 credits, but murder can allow for up to 50% of the value of the vessel destroyed. Bounty Hunters receive between 10% - 30 % based on the job and size of the bounty to avoid credit mongering and also to make sure that Insurance companies and Pilot Federation recover their costs of handling the issue at hand.
Bounties are ship tied, so no ship swapping is possible to clear the bounty
Bounties are issued by the affected party and the party murdered or pirated has to pay towards the bounty based on where the Crime occured:
High Security - 0% of bounty fee for Murder and 5% for Pirating Bounty by the Murdered and 100% or 95% of the bounty is paid by the party that murdered or pirated on their death in the rebuy screen
Medium Security - 10% for Pirating Bounty and 20% for Murder Bounty and 90% or 80% of the bounty is paid by the party that murdered or pirated on their death in the rebuy screen
Low Security - 40% for Pirating Bounty and 70% for Murder Bounty and 60% or 30% of the bounty is paid by the party that murdered or pirated on their death in the rebuy screen
Anarchy - 100% bounty on both for the attacked and 0% by the bounty hunted on their death
Bounty works as follow - Commander who wish to be bounty hunters can accept a Bounty Mission - Blank Bounty mission with open end where they receive a memo with the bounty details when a bounty is issued - The criminal and his location gets reported based on system security spotting them in their system and memos of these sightings are reported to those who have taken the blank mission. If the bounty gets collected by the killing of the hunted party a memo is sent to the Bounty hunters letting them know of the event. Mission expires on successful Bounty collection or on death of the Bounty Hunter. In case the bounty hunter isn't the one who caught the hunted their mission stays active and they will receive a new memo if and when a new bounty is issued.
BOUNTIES CAN BE ISSUED ONLY ON TARGETS THAT ATTACK FIRST, not simply on any commanders - we already have a wanted log system which this could be built on.
These mechanics also mean that those who wish to issue bounties have to think about their cost and if it wasn't their piloting error by flying in dangerous space.
It also introduces emerging gameplay which is unpredictable. All bounties issued this way have no effect on BGS or PP (PP attacks are exempt and no bounties can be issued if part of PP campaign) The bounty system is issued by the Pilot Federation who simply had enough of the wasted lives and wanted the bounty hunters to get decent income for their hard work.
The above system would guarantee that even those flying in Vets and Cutters think twice about attacking in High Sec or medium Sec as even if you have billions, they go pretty fast when you have to pay 50 million per death + plus your bounty share
Example - A Vett pilot with insurance cost of 50Mill kills a T9 (100 mill geared vessel) in High sec system - The killed pilot issues a Warrant for the Vett Pilot at a max value of 50 Million. The Vett pilot gets killed and his total cost on death screen is 100 Million. The bounty hunter receives 10% of the Bounty Fee issued as the rest is to cover the costs of the insurance company and Pilot Federation.
So Killed Pilot had Cost of the Insurance page only as is now, Bounty Hunter made 10 million for killing the Vett and the Vett pilot on death paid 100 million on rebuy screen because he was naughty in a high sec system. This way even if you have billions you will soon run out of money to fly even an eagle if you are doing stuff which isn't for capital gains, but is simply for lols.