Yes. Someone gave a succinct example of this in a similar thread (I can't remember who it was or whether it was even this thread):-It's really not. That's why I'm in solo.
I want to run missions. Cmdr Richard wants to fight me. He wants me in his game. I'm content for him. He values me.
He's worthless to me. He's worse than nothing; that's the entire issue. Having the interaction is always worse than not having it. This topic always revolves around would-be targets making the objectively correct decision to avoid the worthless game mechanics.
The interaction isn't designed to create competition. It's only designed to create victims. I'm the one risking a rebuy. I'm risking missions. I'm risking cargo. I'm risking data. I'm risking combat/bounty vouchers. More importantly; I'm risking the time it took to collect that stuff. I'm being forced to waste time on this worthless interaction. 100% of the burden of consequence is on my shoulders. Every possible outcome is worse than not having the interaction; by design.
People will opt into things that are fun or engaging or at least interesting. FDev has failed to make the "run away" gameplay any of these things. It's just more time in the slow, boring travel mechanics. People will opt into things that are rewarding. How many people were in Borann? How many actually enjoyed mining? How many people actually enjoy driving circles around davs hope? FDev hasn't made it rewarding. You're punished for being in position to give others content and there's nothing you can do about it. Time is the only currency that matters. The design is built to allow criminals to steal it from others.
"Nothing" is currently the correct choice because the design of the interaction is broken. It wouldn't be difficult to fix.
Step 1. Design an interaction that isn't stupid. Create competition instead of victims and trolls.
Step 2. Reward victory.
Step 3. Punish failure too harshly to exploit for the reward.
To persuade traders to play in Open, being interdicted and escaping has to be better than never being interdicted.
OK, to some it is; they enjoy the excitement.
For people who don't want the excitement I don't know how this could be arranged. Maybe make interdicting a clean ship a crime - if you make it to the station to report it, the would-be attacker has to pay you large compensation. It would be a rather weird game mechanic probably offering exploits though, so I think it's better to just accept that the game is as it is now.
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