I treat Elite like a simulation. In aviation we do all we can to minimize risk. If commercial aviation was like elite, nobody would ever get on an airliner. The interdiction mechanic is just bonkers, but you know, game.
So I tolerate the interdictions, I maneuver to make it hard for the pirate to latch on, win the interdiction if caught and rely on arriving close to the starport for its immediate protection.
For me, extending the drop point farther from the station has no appeal.
Fair enough- but it makes for a monotone mission structure if the only way an NPC can intercept you is via interdiction alone. You drop so close to a station you might as well be inside it.
Being a sandbox game, where you blaze your own trail, one should be able to control the level on risk one is exposed to. I'd like the system security levels mean more just for that reason. Again, when assessing and controlling risk, suggesting extending the drop point farther from the station doesn't work for me.
In order to putter about the Milky Way in Elite, one needs to make a living. So, yeah, I haul stuff, mine stuff, taxi people about and do the ultimate puttering of exploration. Which is why I take an interest in suggestions which may impact how I play.
If you fly a sensible ship the main difference with ad hoc cargo running is running from pirates to the safety of the NFZ rather than dropping straight into it. If you fly a shieldless T-9 then thats a gamble (as it should be). To my mind this is the only real way to differentiate the level of police- anarchy and low sec have response times too low (but nearby sec forces by the station with the latter) while high security systems have response times in the 10 second range. If anything it brings station approaches in line with Haz res levels.
My interest is preserving my simple gameplay by not creating more places in Elite where I can get mugged. Which I suspect you may be sympathetic with. The features of Elite I enjoy are the galaxy, station infrastructure, general eye candy and flying around in spaceships.
The problem being there are no places to be mugged with NPC and player piracy re missions and general cargo hauling- you don't need to drop to NAVs, missions and cargo runs are from NFZ > SC > NFZ and thats as far as it goes because that applies to most sec levels. At best you'll see one interdiction- hardly enough to tell the difference between high sec or anarchy.
As long as the game mechanics of A to B hauling and delivering Void Opals isn't changed, I'm good.
Imagine flying 15Km through an average NAV points density and variation of ships to get to a station (which exists partially now, its just players have no reason to fly that way). Anarchy would equate to a compromised NAV with more pirates, with the mix becoming ever more lawful (police as well as BH mercs) as you go through the sec ratings. This could be tailored to population (so outposts have a few ships, Coriolis lots).