Using the term "locking out content" for behavioural choices is cherry picking IMO. If I choose to "play my way" by ignoring opportunities for material gathering then I'm "locked out" of Engineers. If I choose to "play my way" by ignoring the rules of any future karma system then I may be "locked out" of certain stations. I see little difference in principle, other than one being a direct result of a play style and the other being a potential consequence. The practicalities are the same. Make a choice, some content is "locked out" unless the play style is modified.
Terminology aside the idea has some merit. It adds gameplay rather than taking it away, which is rarely a bad thing. The cost of failure would have to be significantly higher than for any other station-related transgression, though, otherwise it's no riskier than docking with an active bounty or even pad loitering. At the very least I'd expect any ship destruction to require a full-price rebuy, given that insurance is paid by the EFP and the pilot has not only fallen foul of their member-on-member engagement guidelines but brazenly tried to ignore their docking ban as well.
I use it specifically because it
would be locked out in the form I see it put forward in so much.
Not gathering mats is still choice-based, because you
can go do engineers straight away. You just don't immediately have the things. Taking a sandbox game, and making parts of it outright inaccessible for a period of time as a result of playing the sandbox in a certain way, is probably the most ludicrous thing I've heard...not to mention it is surely poor form to then restrict them from stations which may be essential for some reason.
But I hear what you say about adding gameplay instead of deducting it, and I am glad that as far as that goes, you're on board with me.
Yes, make punishments harsh. Yes, full ship rebuys. Yes, various fees. Yes an additional fine/bounty placed within that system. Make them feel like a murderer, not a shoplifter. But for the love of god, nothing as dull as "these doors are closed until you're not so much of a bad boy"
A prime example of the game's internal inconsistency. To make it work you have to assume that traffic control and law enforcement are wholly separate entities who never talk to each other, which is a stretch. If and when we get a karma system it will also raise the question of exactly who is enforcing the docking ban, since that's an EFP thing and the patrol ships are mostly local authority vessels.
Meh, let's just go back to pre-PP, and have bounties that span entire sections of the bubble, yes?
Hence for me at least, a fairly black and white, sorry, you've reached this level, you're not welcome anymore seems simpler and more effective.
A lot of PvE based players probably do, but all you significantly change is the offender's ability to take part in events such as CGs.
There's nothing I can't do in Anarchy - or don't already do in anarchy by accident half the time...
ps: We're in the tricky territory of trying to rein in grifers/gankers, while at the same time not trying to screw over some perfectly valid illegal destruction for example through piracy.
Treat this as engaging/immersive C&P, instead of trying to throw vitriol at those darn PvPers, and it'll be just fine.
My suggestion, for instance, not only adds risk as part of C&P but then provides scope for pirates to
be caught up in it without massively breaking things. Even if a pirate falls foul of some borderline situations, that pirate is not then being treated like he's transgressed some hidden game rule, but a functioning member of a criminal society that stepped a little too far and has to sneak his goods in... <3