One of the biggest takeaways for me here, is that in hindsight, I shouldn't have focused so heavily on the two examples in the video and should have instead focused far more heavily on the issue I was actually getting at. The C&P system is a complex mess.
It seems the sticking point for many people is the "friendly fire" and "getting stuck" issue. To a large extent those are irrelevant, because they are just
symptoms of the larger problem.
Some people say the C&P system is "simple". I disagree, because every time they say it's simple, they fail to factor in jurisdiction, Detention Facilities, where you will spawn, where you won't spawn, hot ships, hot modules, how you can clean them, when you can use them, when you can't use them, what constitutes a crime, what doesn't constitute a crime, notoriety, how does notoriety decrease, can you be docked to decrease it, do you have to be inspace to decrease it, what impact does notoriety have on station services, at what point do ATR turn up . And that without even discussing Powerplay, rebuys, scaling bounty costs etc. The list goes on and on. And the biggest crime in all of this, is that the game explains
none of it to you.
Like everyone else, I want consequence in the game, and I want depth. But this isn't the way to go about that.
Some people say the C&P system is as simple as: Commit a Crime => Find IF and Pay Bounty / Get Destroyed and Pay Bounty.
But here is the reality:
https://i.imgur.com/TJn6zs8.png
Thanks to Uncle Jack Shaftoe -
http://edcodex.info/?m=tools&entry=235