1. Griefing ignores in-game justifications for PVP violence (faction conflict, power play, piracy, background sim effects), favouring player-focused effects of violence (harvesting tears to bathe in, causing distress at the loss of work, teaching lessons), and so favours extra-game effects at the cost of reduced reinforcement of the games universe through player behaviour
Okay. But how is the game supposed to programatically determine that the player who attacked you was doing so "because it was fun" rather than "because they wanted some BGS effects" or "their squadrons are in conflict" or similar?
By expanding the option to pay some additional deductible for the cost of the contents of the vessel, the risks of space flight could be reduced significantly. Because this would significantly alter the risk taken on by the insurer, it makes sense that this would be an optional upgrade to insurance plans, and require the affirmative choice to carry a policy with additional premiums for coverage - say a percentage of income during the term of coverage, like NPC crew.
The big problem with ideas like this is that players already have the option to make their ships immune to ganking in exchange for reduced profit on the successful ones: it's called "fitting a proper full-sized shield". That plus sensible flying will get you enough time to high-wake.
If players aren't willing to do that, the chances of any significant number buying the optional insurance is pretty low, which makes it not much of a deterrent to attackers.
If you think about the "normal" hotspots - engineers, Community Goals - even if the targets were insured it probably wouldn't be a big deal for the attackers.
* Existing bounties have a rebuy-based component already. The bounties earned are already pretty large in some circumstances.
* People don't generally carry masses of trade goods or exploration data to visit engineers.
* Trade CGs are often for relatively cheap goods, mining and salvage CGs even more so. Combat and Warzone CGs wouldn't be protected - and shooting down the other side before they can reach the station to cash in should be considered perfectly valid tactics in a Warzone CG anyway. And exploration CGs are so rare the attackers could just take the week off anyway...
So you're probably not doing very much to increase the bounty on a lot of commanders.
I also don't particularly like pinning bounties to the rebuy cost suffered by the victim, because the more expensive ships are the ones more able to defend themselves.
- blow up trader Anaconda: rebuy probably around 10 million
- blow up combat Anaconda: rebuy probably around 50 million
The combat Anaconda is better able to defend itself ... but costs more to kill. Similarly
- blow up T-6: rebuy plus cargo combined probably under 1 million
- blow up new player in Freewinder: ooh, it might have a few hundred Credits in cargo, how will the attacker ever pay that off?
A system which encourages people to specifically attack the smallest ships least able to defend themselves, and ignore bigger prey, is not a good PvP incentives system. (Frontier have rightly done this the other way round in C&P as it is - you get substantially bigger bounties for killing things *smaller* than you are) If you're in a ship with a 10 million+ rebuy, you provably have the resources to defend it yourself. It's attacks on actual beginners which should be discouraged.
There are also other implementation details which I think are tricky to resolve.
Let's say we've got an expedition out there in uninhabited space. Everyone is insured. Three players end up in the same instance - an armed expedition escort, an explorer, and an attacker. None of them are winged up.
The attacker goes for the explorer, who it turns out does have a decent shield and is able to high-wake. The expedition escort opens fire on the attacker, and destroys them. How do you put in unexploitable rules to set up "at fault" in this scenario so that the expedition escort does not get hit with the attacker's insurance bill ... but if the attacker had got a kill they'd have been hit with the escort/explorer's bill?
Do those rules also work if the attacker deploys hardpoints a bit far out, and the escort opens fire first to protect the explorer? Or if the instance they meet up in is supercruise, the escort spots CMDR ReallyFamousGanker, and pre-emptively interdicts them?
The same issues apply in inhabited space - I've escorted a lot of explorers back home, and if I see a Clean player with an interdictor lining up behind them, I'm not going to wait for them to obtain a bounty before acting. It doesn't happen that often, but some of my colleagues have ended up with bounties to keep explorers safe.
The interaction of cargo insurance with piracy is also tricky.
If cargo is only insured if it was on the ship at the time of destruction, then for a big T-9 full of Void Opals (say), the new technique will be to disable the ship, repeatedly hatchbreak it, and then destroy it once the cargo is no longer aboard to be insured for a significantly reduced bounty. (Or even let it just float in space as losing all that cargo will provide plenty of salt even if the ship remains intact, and then they don't get hit by this at all)
But if cargo is insured against loss as well as destruction, this can be exploited to get free cargo.