Disclaimer: English isn't my native language and articulating some more abstract concepts in a foreign language is difficult.
…
A "tracking beacon" that can override your matchmaking preference and let its owner be matched with you no matter your mode (for a limited time - more on that later) would pretty much be the answer to almost every argument on these three megathreads.
Selecting one of the modes on log in is not a way to show the matchmaking preference, it's a statement of the players intention. It's not "I prefer to play that mode" it's "I play this mode".
The moment a second player can, for what ever reason, enter Solo mode that mode isn't Solo mode anymore. That method would simply force the player to do something against is expressed will/intention.
It's in it's core a concept that is designed around denying a human the right of free will.
It's breaking a core design of this game for little gain. Stopping some complains on the forum is not a valid reason to do that.
On top of that it won't stop arguments in the Open vs. Solo megathreads. It is a concept similar to those ideas that fuel this megathreads. These threads always revolve around denying a player the right to choose and forcing the player to do something that player doesn't want to do. It's simply trying to dominate others. This is something I absolutely can't accept in any game.
I bet if that "tracking device" is implemented after a short while players will complain that the tracked victims are able to log out and demand that log out is disabled until the tracking device is timed out. After that they will demand that their victims can't dock in a station for the duration of the device. And after that …
It would just have to be designed carefully.
That sentence along with "what could possible go wrong" is often the beginning of a disaster. Even if a developer does it's best and is really good at designing multiplayer games with PvP, players will find loopholes and "creative use of game mechanics".
The point is, to have a beacon attached to your hull in the first place, you had to be in a mode other than solo for it to happen.
The point is, it absolutely doesn't matter what happened before a player selects a mode. That's the thing players have to accept.
If I were in the mood to play open, but then encountered some unsavory types and relogged in a different mode to avoid them then I am indulging in exactly the behavior the PvP types call an "exploit" (although it isn't) and those of us multi-mode players always groan about when such behavior is brought up as a reason why "the modes should be separate!" …
There is a much easier way to address that "issue" - simply tell them to accept it. "Valid game play". You are basically saying that you want to use a concept that breaks the core design of this game to solve a non existent problem because some players simply can't accept that others don't want to play with them.
If I play in open mode I have to accept to get attacked, get pirated, get destroyed, and all the things "the PvP types" tell me I have to accept. I accept that.
Now you are proposing a concept that forces me to accept that my decision to play solo is irrelevant as long a player decides that I shouldn't be able to play solo?
Switching modes is part of the core concept of this game. Players have to accept that. It's simple. There is no need for an solution, a fix or anything. Players simply have to accept that other players might log out, switch modes or stop playing for the day when ever they want. Players simply have no right to dictate in what mode and when a player plays this game.
I understand that you have only good intentions and what to solve a perceived problem, but this simply isn't solving anything.
With the following constraints I think this concept could work very well...
What happens if the tracked player enters a pure PvE private group?
What happens if the player using the tracking device to track victims in a private pure PvE group?
What happens if the tracked player logs out?
What happens if the tracked player switches ships?
What happens if the tracked player docks in a station and stays there?
Something like that would make this entire triple threadnaught moot, because to be exposed to it you had to be in a "multiplayer" mode in the first place.…
Why does it matter what mode I played before I switch mode? Why should it matter? Why is it so hard to accept my decision and my intentions?
With that in place the "Hardcore PvPers" can't scream "WAAAAH! mode-switching 'sploit!" (well they can but they'll look ridiculous) and the REAL PvPers get a chance for a second bite at somebody who combat-logs on them…
So ruining the game for a lot of players is OK just because some players simply can't accept that sometimes they don't get what they want?
Why do players should get a second chance or "revenge"?
And those who call mode-switching an exploit already look ridiculous in my opinion.