I'll opt in to letting Cmdr Richard shoot at me when the design of the interaction isn't stupid. I will not let him steal my time for the sake of letting him steal my time. It doesn't matter if it's powerplay, the BGS or whatever. I'll opt in when the interaction is designed in a way that winning is better than not having the interaction.
I'm a a python built to run missions because I want to spend my time running missions. Cmdr Richard is in a ship built to fight players. He wants me to use time to fight him. The game gives him the ability to just take time from me. Fine. I hate it but whatever. I can build my ship so he can't kill me; I damn sure can't kill him. The only way I can get a reward for the time spent is to kill him and that's not going to be possible unless he's just the worst player in the game. My role is supposed to be "run away". Everyone acknowledges that fact. I lose a rebuy if I fail. I probably have 20 missions. I'll lose some of them. I probably have cargo. I lose it. I may have data. I probably have some bounties. I lose them. More importantly; I lose the time used to collect those resources. I'm also being prevented from doing what I enjoy. I'm forced to use time on this worthless interaction. I have a lot on the line. Success means I just lost the time wasted on this worthless interaction and am now further from my goal. Now I just have more of the slow, boring travel. That's my reward for success. It's bad if I win and worse if I lose. There is no "draw". I'm forced into some level of loss the moment I'm forced into this interaction. Time is not a free resource. It's the only currency that matters.
Cmdr Richard is using his time to do what he wants. Success is a pretty explosion. Failure is "awww shucks, I'll get 'em next time" and a soft massage of the wrist in the form of a bounty.
"...but NPCs attack people". NPCs are balanced so anyone can just opt out of the combat. They're also balanced so just about anyone can opt to spend the time, kill the NPC and get value for the time spent. Kill the NPC and you get money, mats and rep. The NPC isn't one shotting anyone but the weakest ships. Stall for the cops and the NPC isn't going to run away immediately. NPCs have value. Cmdr Richard is a step under worthless.
Winning an interaction I'm forced into must be better than not having the interaction.
This isn't hard. The design of the interaction is broken. It's not built in a way to create competition. It just creates trolls and victims; I refuse to play either role. "I will shoot at you and you spend your time running away. You win if you survive. You'll be happy to spend your time on this worthless interaction because it could have been even worse. Who cares that you wanted to spend you time doing something interesting or engaging or entertaining? I'm having fun!"
Give Cmdr Richard more incentive to kill me. He should get more than a pretty explosion. I'm willing to risk literally everything. You're already taking time from me; that's the worst possible punishment. Player's now drop a black box upon destruction. Put whatever you want in it. Literally anything. I don't mind. All mats, money, bounty/combat vouchers, data and deeds to all ships and modules. Kill me and take my stuff. Fine. I can get most of that stuff back while doing stuff I enjoy. Raw mats are a problem. If I were in his shoes, I'd prefer some different reward. Make it make sense. I'm not trying to stop him from ganking people.
Make it more difficult for me to escape. Balance it. Two equal pilots; 50/50 chance of death vs survival. That helps bounty hunters. Again; I'm not trying to make anything 'safer'. I'm trying to make it 'not stupid'. Question: If I can build a trade ship that can usually escape from a PvP ship; how are bounty hunters supposed to get player bounties? Fix it.
Add a logical path to victory for the non-criminal. You can't ask my trade ship to kill a PvP ship. I scan Cmdr Richard, escape and turn in data within a time limit. He has a chance to chase after me to finish the job. I lose the data if I log out. I get a reward worth the time wasted on him and whatever you decide I should risk. It needs to be significant. He's taking time away from me. He forced me into his game and I won. "Your reward is getting to do what you would do if I didn't attack you; but now with more slow, boring travel." That's nonsense. Winning the interaction must be better than not having the interaction. I'm not opting in to letting someone make my game worse because it makes them happy.
That's easy to exploit for the reward. Cmdr Richard should have a penalty too harsh to exploit. Sorry; there is no other option. The winner gets a reward; the loser is penalized. Failure must hurt. You can have different rewards/penalties for the normal game and for powerplay. We can't have a game where someone can take value (time) from another player; and the 'victim' is the only one with consequence. Of course people are going to opt out of such garbage design! His failure should hurt as much as mine and I'm willing to risk literally everything. Whatever you want. I think it should be time based.
I'm willing to opt in. I'm up for the challenge. I'm willing to risk literally everything and fail. Design a logical game. Cmdr Richard attacks me. I'm already losing time. I'm already at a state of loss. He's forced me into a position where I have to escape or I have an even worse penalty. I scan him. I've forced him into a position where he has to kill me or he will have a harsh penalty. I now have a chance to get something of value for the time spent. I turn in the data and get a fantastic reward that is far better than anything I could have received without him. He's no longer worthless. He's an opportunity.
A bounty hunter scans Cmdr Richard. They've forced him into a position where he's going to have a harsh penalty if he doesn't kill them. Escape is not an option. Cmdr Richard wants that attention. He's constantly begging for it. He's willing to ask the devs to force people to give him attention. He doesn't mind forcing people into unwanted gameplay. He's not going to mind if it happens to him.
Mouse vs Cat. Cat vs Dog. Build mechanics for all of them. There's a reason that the cats are the only ones that are asking to force people into open. The existing mechanics are 10000% in their favor.