This escalated quickly.
Consensual PvP in this game works kind of in a very unsatisfactory way.
There is no consent to indirect PvP, but to direct PvP only. This way advertised and will not be changed.
Ok... but maybe we can hopefully get some mechanics to not rely on grind wars alone, but actually play strategically when having such encounters.
Consent to PvP is basically given by joining open.
There are no restrictions, everyone in open has given consent to be attacked.
This makes me wonder if the issue of so called griefers has a reason.
Sure it's not fair to be gunned down by a G5 Corvette when you're in your Noobwinder, but that's what you agreed to by going open.
I would state that 'seal clubbing' is a symptom of not having the option of meaningful engagements.
When players choose to look for fights, the best solution is to look for a crowded area and kill everyone until you get a hefty bounty and become an interesting target yourself!
So to get there you need to go on a killing spree and we are talking quite a lot of kills here to get anywhere beyond a 10 mil bounty.
10k bounties are a joke, why would I bother with hunting a player for something like that?
But the most unsatisfactory part about how the consent works is that you can revoke your consent any minute.
Let's say our beloved terrorist fan ALGOMATIC decides to kill innocent haulers at the CG (all of which agreed to be killed by joining open).
The moment he faces real opposition he is able to just say, 'nah I do not consent with getting hunted by a fleet of elite Cmdrs' and joins PG, chills until notoriety has reduced, pays off his bounties and rinse repeat.
You can be very picky with how the consensual PvP works and imho that's a very unsatisfactory mechanic.
This is also the reason why I really liked to idea of having to stay in open to reduce notoriety.
I red postings of wolf vs wolf instead of wolf vs sheep, the game doesn't support this at the moment and heavily favors the wolf vs sheep playstyle.
Notoriety being locked to the game mode you were in would have the potential to shift that to some extent.
Also the current methodology of not differentiating between player kills or npc kills regarding to crime is not optimal imho.
Players do have a different impact on the PP/BGS compared to NPCs.
NPCs are not able to take on missions.
NPCs do not influence PP.
NPC lifes matter, but player lifes matter more should be a policy.