The module was supposed to be used to support pilots trying to avoid combat (PvP), while flying mostly alone. I very much like the idea of hiring a wing to protect yourself in this case, but it has it own flaws.
I think i was not clear enough and used a bit too much sarcasm. The cases of abuse were not that somebody who needs defense would use the module -and- bring friends to protect him. What i wanted to show were examples where a gank wing would have one or two dedicated ships with this new module and use it in an offensive role.
I mean, just paint the scenario that a gank wing consists of:
- Ship A & B, something fast (Imperial Eagle or Imperial Courier), with boosted shields and this module, nothing else.
- Ship C & D, FLD or Mamba, set up for a quick kill.
They lurk around a station at a CG or in the airspace over an engineers base. (The second is the more vile thing, actually. ) Player X arrives in ship Y. So ships A & B accelerate towards ship Y. Ship A impacts, killing its shields. (According to your suggestion, the one without the module would be the aggressor. The one with the module wants to protect himself, right, so he can't be the bad guy... ) Right after ship A impacts on ship Y, so does ship B. As Y already has no shields any more (punishment for him "ramming" ship A), now its PP goes into malfunction. Or even worse, according to the changes you now suggested, the thrusters go into malfunction.
In one case, it might barely have a chance to escape IFship C & D are far enough away and IF the ramming happened far enough away from the station so it's still outside of its mass lock and IF the power setup is made the correct way, that FDS and thrusters stay operational even during a PP malfunction. (40% power. ) This already several IFs. And that's on the PP malfunction suggestion. In case of the even tougher suggestion of a thruster malfunction, ship Y requires an excellent pilot to have any chance to escape. An experienced pilot can FSD with malfunctioning thrusters, compensate for the spin and boost into the wakes vector... but many pilots will be helpless prey. And while ship Y struggles with his malfunctioning thrusters and his ship handing in a way he is not used to at all, ships C & D can close in and destroy it. (Also, in this scenario C & D can be slower ships with more firepower even... as ships A & B would just ram again when ship Y recovers its thrusters and thus keep it locked down. )
Bonus points: when done over an engineers base, you don't actually need more than one ship: you ram somebody lifting off to drop his shields, then turn around and ram again to kill the thrusters. And just watch him drop to the planets surface, crash and burn. The perfect ganking tool.
1. not being part of a wing
In this case: fly in solo and be done for.
2. or not equipping ship weapons
So you can't fend off NPCs and are limited to a very limited number of activities. No good.
3. or use timeouts for deactivation (to avoid weapons to be deployed)
Needs more explanation. I don't see the exact idea on this point.
4. or deactivate engines instead of powerplant in case of collision
Is just as exploitable as before. Probably even more, for a PP malfunction anybody can plan ahead and set priorities accordingly. For a thruster malfunction, you need to be an experienced pilot to handle it well. Most pilots are not of such high skill level. (If we all were, the mere idea of the module would be pointless. )
5. or deactivate module (with cooldown timeout) after dropping at other commander wake signal
There is a number of legitimate reasons for dropping out at a players wake signal. E.g. playing together with him, doing some RES hunting, doing CZs, being a fuel rat and bringing him fuel, etc.
There we could also take into account multiple cases to think how the module can be exploited:
- attacker uses the module against normal ship
This is very much what i was aiming at with what i wrote above: you can use the module as a weapon, and an extremely powerful one. Considering how strong shields currently are with all the engineering, merely a tool to quickly kill shields is huge. And that's before looking at the potential of the second collision, which according to your suggestions would either kill the PP or the thrusters, which is disastrous for anybody.
- attacker uses the module against ship also equipped the module
This might be the only "harmless" case here. Neither would be the aggressor, we'd be back to where we started from: it's seen as an accidental collision, unless one ship explodes, which makes the other one a criminal.
- attacker with module supported by "wing" (not necessary formed in the game)
That's very much the scenario I immediately saw when i read the suggestion. The module would be an extremely powerful offensive tool. If they form a wing or if they "by pure chance, after 15 times waking in and out" are in the same instance does not matter.
In general how would we resolve the case of 2 ships collided in deep space? Should it be regulated at all? How is it currently being exploited? Depending on security level?
Currently, as far as i know: As long as shields don't break, no result at all. When ones shields break, it's a fine and when one ship explodes, the other one is wanted and gets notoriety.