My service sidearm is the standard issue Glock 9mm, and I keep that concealed under my blouse. I also have a .38 in a garter holster, and a Sig Sauer P365 in my purse. I’ve never had any problems with the police, although they do keep trying to ask me out for coffee. One of them said if the FBI keeps sending agents like me, then they might start robbing banks themselves, just to get me back in town.
@Gasephed_Sinak you asked a valid question in your title then had it outlined possibly by an AI. I will answer your title query.
Only in the fictional movie Minority Report, does the police use psychics to predict a crime. I assume law enforcement world wide reacts to crimes after they have been committed. Which means you get blown up in HS, LS, and Null. Only in HS the ganker normally loses their ship to CONCORD unless they escape using a wormhole or something.
No matter how present the law is in this game, they still function the same way as they would in real life.
Because Ventures are weak. They break easily. Anything is tough breaking them.
Wait… are you that sensitive? Ventures cost nothing to replace. They’re free. How many nights have you stayed up crying over a lost Venture? They cost nothing. Mine Veldspar and you’ll pay one off.
The issue isn’t that there are no mitigation strategies. There are.
You can tank your ship, scout ahead, use bookmarks, cloak, split cargo, avoid autopilot, or simply stay off grid.
But those are mitigation tools, not counterplay.
Counterplay means the defender has a way to meaningfully disrupt or punish the attacker’s operation.
In highsec ganking, the attacker chooses the time, place, and target. The engagement is pre-calculated, the hull loss is budgeted, and CONCORD guarantees a predictable endpoint.
The defender’s options mostly revolve around avoiding the attack entirely.