In addition to that, the base premise of his post is off as well. The idea that:
doesn’t hold up to any sort of analysis. Traditionally, more freighters die outside highsec, than die in highsec; and they are carrying as much value in null and low as they do in highsec.
Just looking for example at the last 1000 freighter losses, 55% died in low and null, compared to 45% in highsec:
Security
Number Killed
Total Value
Average Value
J Space
23
122,191,995,084
5,312,695,438
Nullsec
183
1,028,657,376,983
5,621,078,562
Lowsec
359
1,623,086,085,316
4,521,131,156
Highsec
453
2,356,078,162,846
5,416,271,638
While highsec is the largest individual region of space that freighters die (including all causes - ganking, wardecs, NPC losses, killright baiting, etc.), lowsec and nullsec always generally contribute more to total freighter loss.
The only time that usually changes is during Burn Jita style campaigns, which hasn’t happened for a while now.
I was so excited to see this post because despite that I don’t PvP, I agree. EVE needs changes to the way ganking works so that you CAN gank in High-Sec and there are elements of risk / reward. But opportunity to PvP in general tends to quickly turn into 24/7 griefing by abusive players who don’t really care for anything but sucking joy out of others’ misery. It doesn’t take much for 3-4 players to make an entire system miserable for days.
That said, I literally got maybe two paragraphs past the part where you said “add an element of unavoidable catastrophic loss for the ganker”. A “critical align” that means a tackled ship immediately escapes reflects a complete dearth of knowledge and experience in game design and balancing. That type of “Get Out of Jail Free” card is for PvE gameplay only. No PvP system should be built on that type of mechanic.
Otherwise, fighting off CONCORD is another mechanic that doesn’t fit any part of the game design. PvP players want to attack other players, not get sucked into a Combat Site escalation that drains their Security Status. You don’t understand game design at all.