Hello, Rubbernuke.
I've not tried PP since it first appeared in beta (it always felt a bit too gamey for me), so I've no strong feelings about it, although I've certainly far less appreciation for the bot-wielding scum who want to cheat their way to victory.
I have to ask, though: isn't this all something of a moot point? I mean, if they've already gone to all the trouble of building software that can play the game for them (in however limited a fashion), why would they turn part of it off for an autopilot they don't need, when the same optional slot can be used to carry more PP materials?
I find it difficult to envisage a cheat-builder that would see your suggested measure as anything more than a very minor and brief inconvenience. By contrast, if someone on your side is struggling to get a PP-focused Beluga through the letterbox, this could potentially hurt them quite a bit - and in somewhat longer-term fashion, economically, what with the rebuy costs on a badly-botched docking or launch.
Sorry, Rubbernuke, I don't prefer to be unkind about others' ideas, but is a countermeasure that likely hurts legitimate players vastly more than the opposition really worth it? Sacrificing some of your players' security for the game's security doesn't seem like the best of trade-offs. Making such a sacrifice for a measure that doesn't really seem likely to work at all, even less so.
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As far as workable measures go, I think countering bots is likely to be something of an endless arms race. That said, if there's the will and resources to do it, some form of streamed, server-rendered video Capcha might be the best approach for cutting down much of the lower-hanging fruit, as it were.
Articulate it in game as a naval PP hyperdictor, only seen on very large, experimental anti-Thargoid / anti-AI ships. Suspicious or random PP player or bot jumps and gets a hypertunnel slowly splitting in multiple directions. A different procedurally-rendered monochrome pattern is mixed in with each exit-direction, while the correct rendered moving pattern to look for is displayed in the info panel.
A genuine human - or well-resourced scum with excellent cheat software and rig - should have little trouble successfully recognising the correct exits three times in a row, unless the human's eyesight's truly appalling. The average bot, however, will presumably be running simpler code (at least for a while) on cheaper rigs, which don't have the processing power for that kind of live video analysis. They'll fail too often and can be marked as more suspicious by the server, the more often they fail. Once a reasonable suspicion-threshold is reached, the most suspicious ships can be interdicted by the navy, dropping at the starting jump point - and all their prior and subsequent contributions for the week discounted as suspected electoral interference at the next PP tick.
This would all take a certain amount of work on FD's part, needs at least one new video-server (albeit one that only needs to connect to a very few players / bots at a time) and might well lead to something of an arms race between FD and the cheat devs - but it has the advantage of reducing much of the unwanted interference, while staying very true-to-lore and adding new (if simple) gameplay for all players affected. That seems like more of a win to me.
