This discussion will be all the more amusing if the OP comes back with logs and reveals that it was an NPC that destroyed his CMDR's ship.
While data is a valuable PP/BGS commodity it makes sense to have to hand it in personally... having to run a gauntlet for credits, merits, influence and reputation, is consistent with that.
It would be handy to have an option for 'unaligned' CMDRs to upload data remotely via the Pilot's Federation... no cash, merits or inf, just your name on the discovery... but I wonder at the effects of providing yet more ways for players to sidestep the game's mechanics.
Oh, I like the gameplay implications of having to submit data in person, and don't particularly want a way to side step this constraint.
However, I don't think it makes much sense from an internal consistency perspective when every CMDR ship clearly has a very high bandwidth FTL comm system with galaxy spanning range (telepresence). If one can livestream a convincing VR experience, one can send any arbitrary encrypted data, and a whole lot of it. The setting was more interesting when FTL comms weren't part of it, but there is really no way to enforce a prohibition against instant communication, and Frontier has always had some form of it baked into the game.
This was always, and remains, a PvP game.
It's just a lot of other things too and one can opt-out of pretty much anything. Hell, we don't even need to put our CMDRs in their own ships anymore.
Problem with PVP is, attacker gets reward outside game rules, and it is much bigger than anything else game can give. This is "fun".
Enjoyment of PvP isn't limited to the attacker (when an attacker can even be clearly identified), or even the victor.
And we're all playing for fun.
I extended there...
Devs could solve by doing %% damages in pvp. Like shield + hull + resists boost and 2-3% of this value per hit is maximum.
I.e. different damage scale, instead pure numbers, use %%.
This way any ship could fight any ship.
I really don't like this suggestion.
It would do utterly nothing to make someone who is intolerant of the current system competitive with those who are, while diluting the simulationist aspects of the game and the impact of outfitting choices.
Referring to PvP activities as PvP activities has the benefit of being accurate.
PvP might be a useful shorthand for ship-ship combat, but not referring to BGS/PP as PvP, obfuscates the fact that they are also PvP.
You can tell from some of the comments here that a lot of players already, and incorrectly, dont think of BGS/PP as PvP.
I make the distinction between direct and indirect PvP, otherwise no one else knows what I'm talking about.
The BGS, of which we are all essentially unavoidable participants, pits CMDRs against each other any time they do almost anything, but it's heavily abstracted and is not what most people are talking about when they say "PvP". So, I call that indirect PvP.
Some people have some uselessly overspecific definitions of what constitutes PvP (scheduled a week in advance, with affirmative consent forms signed in triplicate, where everyone uses identical ships, etc and so forth), but I generally think the basic definition that
@ethelred lined out is the most practical one for the sake of these arguments.
As our Lord and Master Braben once said, PVP should be meaningful.
Except he didn't pass that on to the game designers so it rarely is (IMHO).
Lack of consequence is the main reason for this.
When someone yanks my CMDR's ship out of SC to steal from or antagonize him, and my CMDR sends that CMDR to the rebuy screen, they can be back in action, even back in the fight, before the contest with their wingmates has been resolved. Indeed, my CMDR's been in fights where he's shot down the same CMDR two or
three times, before having to flee, or getting popped himself.
If being shot down was on the order of one-hundred times more penalizing (in both asset cost and turnaround time) than it currently is, PvP would be much more meaningful. It would probably be a lot rarer, but I am entirely ok with that, as I'm a quality over quantity type.
One of the most rewarding aspects about the engagement in the above video, likely for all involved, was that I lost ranked-up NPC crew, well before it was possible to recover them at the rebuy screen.
That's consequence...a small one, but something that added meaning. Incentivized me to learn from the mistakes I made and gave my opponents the satisfaction, that they rightly earned, of inflicting a lasting wound.