It might have been interesting to see
some sort of limiter on PvP, but it'd have to be something more than just disabling damage outright. F76 had an interesting one of severely nerfing incoming damage until you return fire.
Personally I'd be interested in something that still allowed you to damage/disable but not
destroy a ship. As in, you still take full hull and module damage while being attaked by another player, can still be scanned, hatchbroken, and so on - but as long as you qualify for protection, it doesn't trigger a canopy breach, powerplant explosion, or take your last hull point so you're always left in a position where you can log out after the 15s timer, log back in to solo, reboot, and continue on your way.
The qualifications would be things like:
- Not wanted in the current jurisdiction and haven't been KWS'd by your attacker
- Not a powerplay enemy of your attacker
- Have your hardpoints stowed
- Not in a "dangerous" location (ie. no system link, CZs, etc)
- Haven't fired on another player since your last jump.
This would make it very difficult to pull off the classic random gank/sealclubbing, while still allowing powerplay PvP , wars and piracy to continue unhindered. Sure, it wouldn't protect against
everything (shooting someone's drives off 1km above an engineer base, for instance, will let gravity do the dirty work for you) but for people worried about ganks it'd be better than nothing.