This issue with goodie vs baddie, or white hat vs black hat, is pretty simple. A baddie can attack anyone, a goodie has to attack only the correct people. If a baddie has a bounty it's easy, and if you see them again & they have another bounty, attacking them again is no problem. But policing specific people out of a system comes closer to breaking the ToS (repeatedly targeting the same player) than random ganking/griefing does.
Plus the 'baddies' fight each other, and want to fight so going up against them is kinda giving them what they want
I think more PvPers should hunt each other, for legitimate in-game reasons. Piracy may be in the doldrums but Bounty Hunting doesn't have to die too.
As I've written elsewhere, I'm a huge fan of the concept of lawful PVPers and seek to encourage every one that I meet.
Now that I've learned the game a bit, I'm very invested in the idea of RPing Elite as a "cops & robbers" game. I've decided to be a robber, or bad guy, but I very much want the good guys to play, too.
I'm quite bad at PVP, so the good guys have a very strong chance of beating me. I feel that this is an important aspect of the roleplay: I need to be an actual bad guy - and do bad things to good people - in order for killing me to be satisfying to the good guys.
And judging by the folks who have gotten revenge against me, they've been really, really pleased about it. I wholly endorse that.
In other words, I am here to facilitate your hero's journey, CMDR. I am your foil, your heel. Let's play!
I'd actually love that. I've touched on it before, but whenever a kill is actively, directly rewarded by game mechanics, then I consider it 100% valid, allowed, and part of the game. This even extends to piracy - robbing someone of their cargo is the reward in that instance, and blowing them up if they don't comply is part of being a pirate.
Unfortunately, and this is something that tends to come out of games with completely unrestricted PvP, some people get really really bitter about that. Some people decide to be vigilantes. Some people take their vigilantism over the line, and I tend to put targeted harassment of a player about a mile below random ganking, regardless of what "reasons" you cook up to excuse it. Likewise, chasing them off if they come to you is one thing, going out of your way to follow them is quite another.
This attitude that doing things on the "bad guy" side should be punishable by going completely beyond the pale isn't unique to Elite Dangerous either. It's happened in things like Urban Dead, where people were
actively getting mad at people for playing zombies. Agitating on the forums for ways to permakill zombies regardless of the fact that they were, without exception, fellow players. We're the
protagonists of this multiplayer game, you see. How
dare zombies attack a mall in a zombie survival game?
That said, sometimes I wonder what would have happened if the devs didn't leave it up to the players to "police" each other - would distant ganks have happened if there was a PvE mode? As I understand it, it kicked off because Fleetcomm pre-emptively banned Harry Potter from their group or something. There have been a few stories of people getting likewise banned from mobius because they're known to PvP in open (not that I'm sure of the truth of those) - but if FDev actually filled the demand and put in a PvE mode or flag, Mobius and Fleetcomm would be unnecessary, which would in turn instantly nip that sort of drama in the bud.