It's not much but it's a thoughtful little QoL for gankers. Now they don't have to work on the timing, they are guaranteed a player kill when the ship blows up.
The way it is now in the PU...nobody is trading, not only because it's permanently broken (outside of the threat of 30k's) but because most of the landing zones are a gank fest. Nobody is mining, not only because of 30k's or server lag but because miners are too easy a target for gankers...both in Prospectors and ROCs. The only gameplay activity left is bounty hunting...more pew related stuff that seems to be the singular focus from Ci¬G, even heading into 3.14 and beyond. Server populations now are more than 85% bounty hunting, either PvE or PvP... or a mix of both. (don't quote the numbers please...I'm best estimate guessing from what I see when playing)
This kind of one dimensional game design philosophy gave birth to Mobius, all so that predominantly PvE or casual players could experience some game content of their own and not just
be the content for someone else...As for Star Citizen, there's no NPC cargo ships or miners to shoot up for the bored player wanting to watch something burn, the only things to shoot at are other players with the
only place to find and shoot at them being around a landing zone (show me
any ship to ship PvP video that isn't)...there's no space combat in SC like there is in ED, no interdiction gameplay, no res sites, no POI's...nothing. It's just a PvP turkey shoot at the landing zones...nothing else. Even the much lauded Jumptown was just a landing zone bottleneck frag fest...it's all just like shooting little ducks on rails at the local fairground. You're either the shooter or the duck...
In the end, PvE players just won't bother. No trading, exploration, salvage, refuelling or mining and everyone stuck in one system with predictable, on rails transit routes... What's the point when the only gameplay you have is being a moving target anywhere near a landing zone?
