Knowing that not only the in-game crime and punishment system worked as it 'should'(tm), but that all the players wanting to experience a life of crime were able to do so in-character (not all captain pugwashes off course!) that did not break game immersion or game narrative and never used cheesy tactics (like orca ramming, letter box/landing pad camping and all the other MMO type anti-social, anti-game trolling) but actually used their skills and talents to make Open ED feel more like a believable Elite game world and less like a troll the newbies for the lolz situation. Granted it is hard to play that role, especially when the game gives you zero incentive to do so......hmm maybe do it for the honour of helping create a great game experience we could all play together? That WOULD be novel in an MMO.
Having said that, and having plenty of on-line game experience (even a little MMO via World of Warcraft back in the day), i won't hold my breath over this possible evolution as to be frank the kind of personality/personal growth this requires is far beyond the majority sadly (age plays a part in this also). A crime and punishment system could encourage the change, but well like i said most would leave to other MMO's where the anti-social behaviour is 100% part of the game and the dopamine hit instant.
Trying to craft a believable sim (as Elite has long striven to do i would say) in an MMO type framework, where typical MMO players are used to a certain format (of exploits to boost griefing etc) and get them to change their behaviour to fit in with crafting that believable sim is hard, nearly impossible perhaps. It's why i gave up on MMO's in the early stages of WoW as it just did not offer me the depth of game experience i was looking for. Luckily ED has Solo mode so i don't need to play it as an MMO which would ruin it for me (as it currently stands).
Lots of stuff I agree with there, although the closing paragraph implies to me that there is little can be done that is actually feasible as far as you are concerned.
A crime and punishment system could encourage the change
I believe the following would help, yes:
- immediate scan by cops (in SC) on entering any high sec system
- if you are wanted or notorious, chain interdictions in SC
- if you are clean, offer by NPCs to escort you to your station (which you can refuse)
- if you get attacked by a player at a station or base, immediate ATR style reply and offer of full refund (no rebuy) by local authorities if they fail to protect you
- a notorious player, if caught, would have to pay compensation to all players killed, and would risk financial bankrupcy (a number of gankers have actually promoted this)
- piracy in these systems could still be possible if the trader stray off the shipping lanes, where the local cops would take longer to arrive, and opportunities for a big heist would exist for those that dare.
This would of course gradually scale down as you get to anarchy.
In addition, I would add clearer more 'in your face' warnings when jumping to a populated anarchy, and I would add a filter to the galmap to filter out system which have recent reports of attacks.
In anarchies controlled by pirates (via power play for example) I would expect any trader to be treated mercilessly by the NPCs, such that even a wing of players would not expect to escape without loss if they don't comply. In these systems there would be random attacks by killers as well.
most would leave to other MMO's where the anti-social behaviour is 100% part of the game
I don't think so, many would relish the challenge of a robust C&P system, and many of the current gankers (by no means all youngsters) despise it.