I think that "C&P" is the wrong way to think about that, though.I think it's fair to say that everything needs to be dialed-back, to some extent, until FDev manage to devise a meaningful system of C&P.
Was "Distant Ganks 2" perfectly fine player behaviour because it (largely) took place in uninhabited systems?
Is someone who picks up a 200cr trespass bounty from a PvE mission now a perfectly valid target for CMDR MurderBoat so long as they pack a KWS?
Is it absolutely fine for a high-rank Delaine pledge to shoot whoever they like on their territory (but bad and wrong and griefing for the other player to fire back?)
Back in the Thargoid War was shooting down AX combat pilots (crimes off or uninhabited system) absolutely fine but shooting down AX haulers (crimes on, inhabited system) bad?
Powerplay certainly complicates it further: any other pledge can fire on any explorer pledged to LYR/Antal for the payout bonuses, in any system, without gaining more than token bounties and no notoriety.
- if the LYR/Antal pledge is carrying back that data to reinforce a system that's clearly a perfectly legitimate Powerplay action to shoot them down
- if they're just planning to sell it to their HQ system to get the payout bonus but not apply merits anywhere, the game can't know that in advance (and neither can the person firing on them know that they were planning to sell it inconsequentially)
The problem is that a mechanism which works for PvE outlaws doesn't really apply to PvP outlaws, and vice versa. Differentiating security levels further - especially if "Low" became similarly dangerous to Feudal/Multigov in the previous games - would work for PvE (sort of) but not for PvP. Similarly, the point of a PvE C&P system should be to make crime interesting and fun [1]. That's not generally what people are saying killing unarmed explorers should have more of.Personally, I'd much rather FDev impemented a more plausible, yet robust, system that created a sliding-scale of jeopardy, in both directions.
At one end, lawful players could feel secure in high-security systems and outlaws would be terrified of entering them.
At the other end, lawful players would be terrified of Anarchies while outlaws could feel secure there.
About half the basic Engineers are in "low security" systems. One of the starter engineers - Ryder - is in a system essentially forced to Anarchy by Ryder's own unlock requirements. In practical terms, "ganking people at Farseer is very bad", "ganking people at Martuuk is okay" and "ganking people at Ryder is encouraged" isn't generally how people express their complaints about people camping engineer bases.
There's just nowhere near a strong enough correlation between "is this action legal?" and "will I get accused of griefing if I do this?" for the C&P system to be a remotely useful way of attempting to regulate inter-player conduct.
[1] Odyssey having lots of supposed-to-be-fun criminal content wedged on top of Horizons' "why are you doing crimes, we didn't implement those so players could do them?!" C&P system is the obvious example of the clash.
Yes. The problem is that security levels do actually have a substantial effect on supercruise NPCs and the security response to them ... but we have SCO drives and NPC interdictions were trivially escapable in multiple ways even before then, so it doesn't make any actual difference to even a slightly experienced player. They don't usefully affect POIs at all, which is where you go if you actually want to fight an NPC.In ED, it's all a bit "meh", with every system being as likely as any other to be sketchy, regardless of theoretical security levels etc.
Can't be fixed now. There have been layers and layers of things built on top of the "combat is optional, it's the destination not the journey" design of ED over the last decade that can't be unpicked.