Another thread that won't do the decent thing XD.
Anyway, a few things then:
If you want to enhance the PvE experience in the game in open, then I'd argue simply for enhancing the PvE experience of the game. For many, the PvE gameplay is too weak without the extra on top that the potential for organic CMDR encounters can provide. Splitting the game into a PvP mode and a PvE mode removes that possibility. PvP flags effectively translate to a request for or prohibition of PvP, again removing this middle ground. But this would be less controversial if the PvE were actually good enough to stand on its own.
Also, players' frustration with the PvE available (mission design, NPC behaviour, challenge spectrum) is a prime reason they turn to PvP or blowing up newbs for salt. PvP might be prohibited in a PvE mode or via no-PvP flags, griefing will not. The loss of organic open by making open-PvE and open-PvP will, however, further frustrate many players - your best hope is that they leave the game, which seems an odd thing to argue for.
"Meaningful" PvP exists, if that's what anyone is missing - powerplay in open. In-context, sense-making, in-universe-incentive-driven PvP. Attacking/defending(/surviving) haulage, attacking/defending PvE combatants/escaping, PvE combatants fighting each other. It also has a magical property of turning hardcore PvPers into open-PvEers (a term I'm inventing which has a dimension of - universe-consistent - PvP due to the PvE being oppositional, organised, and carried out in open). If you want fewer bored PvPers roaming open, you could do worse than to argue to make powerplay a more obvious option for them, maybe even gear it more explicitly toward open play to attract organic players.
Similar is true of C&P and security design. It'll never protect newbs from a g5 frag mamba that's just interdicted them, its goal (in an inter-player context) is instead to create landscapes of incentive/penalty to shape behaviour, and routes toward "legitimate" PvP engagement (notably, reducing frequency of encounters some find so problematic).
Finally, if you really want open-PvE mode, go to the other 99.999% of systems. This is probably the clincher for FDev as regards implementing another mode. Because even in open with an empty block list and good internet at peak times on PC, you have the whole* galaxy to play in without PvP. It's just not like those other games that "need" a PvE mode. If we're talking about CGs (and Deciat and such) in open, the only place this proposal can potentially be relevant, then that's a conundrum, but not one that needs a drastic, game-wide measure, particularly given there are many solutions already.
Anyway, a few things then:
If you want to enhance the PvE experience in the game in open, then I'd argue simply for enhancing the PvE experience of the game. For many, the PvE gameplay is too weak without the extra on top that the potential for organic CMDR encounters can provide. Splitting the game into a PvP mode and a PvE mode removes that possibility. PvP flags effectively translate to a request for or prohibition of PvP, again removing this middle ground. But this would be less controversial if the PvE were actually good enough to stand on its own.
Also, players' frustration with the PvE available (mission design, NPC behaviour, challenge spectrum) is a prime reason they turn to PvP or blowing up newbs for salt. PvP might be prohibited in a PvE mode or via no-PvP flags, griefing will not. The loss of organic open by making open-PvE and open-PvP will, however, further frustrate many players - your best hope is that they leave the game, which seems an odd thing to argue for.
"Meaningful" PvP exists, if that's what anyone is missing - powerplay in open. In-context, sense-making, in-universe-incentive-driven PvP. Attacking/defending(/surviving) haulage, attacking/defending PvE combatants/escaping, PvE combatants fighting each other. It also has a magical property of turning hardcore PvPers into open-PvEers (a term I'm inventing which has a dimension of - universe-consistent - PvP due to the PvE being oppositional, organised, and carried out in open). If you want fewer bored PvPers roaming open, you could do worse than to argue to make powerplay a more obvious option for them, maybe even gear it more explicitly toward open play to attract organic players.
Similar is true of C&P and security design. It'll never protect newbs from a g5 frag mamba that's just interdicted them, its goal (in an inter-player context) is instead to create landscapes of incentive/penalty to shape behaviour, and routes toward "legitimate" PvP engagement (notably, reducing frequency of encounters some find so problematic).
Finally, if you really want open-PvE mode, go to the other 99.999% of systems. This is probably the clincher for FDev as regards implementing another mode. Because even in open with an empty block list and good internet at peak times on PC, you have the whole* galaxy to play in without PvP. It's just not like those other games that "need" a PvE mode. If we're talking about CGs (and Deciat and such) in open, the only place this proposal can potentially be relevant, then that's a conundrum, but not one that needs a drastic, game-wide measure, particularly given there are many solutions already.