That may be true of some groups…but it is not a specific definer of ‘ganker’. For example I can think of one group that I added to bad standing as ‘gankers’ due to a few of their members ganking in a system. but in fact the majority of their members are miners, industrialists, etc. In fact that is true of a lot of corps. They are not specifically ‘ganker corps’ but they contain members who gank.
Neither is your security status idea particularly good. For example I lost 0.8 points of security status from forgetting to swap to a wardec corp when engaging in a legitimate attack. If my status had gone below -5…would that suddenly have made me a ‘ganker’ ?
And as for flashy reds and yellows…well, flashy yellows are not necessarily gankers. They could just as well be bait ships trying to lure people in.
There really is no definitive way of marking someone as a ‘ganker’. Especially as every person who does a gank has a first time doing so and one has nothing prior to go by. As your entire plan is based on identifying ‘gankers’…it fails from the start. What’s more, as your plan would penalise ‘ganker corps’ but not penalise gankers within non-ganker corps…that’s precisely the reverse of the ‘balance’ you claim to be aiming for.
I don’t think you understand how serious this is. These people will unleash their mains, who have been protected and coddled in the safety of their null alliances, and have never seen any sort of pvp are going to come after you with their titans and unleash all the doom their doomsday devices can doom, to bring about doomy doom all over your doomed hide.
The 1st time Goons came after us, we did shake. But it turned out at the time, the only players they had who could fly in high sec stunk at pvp! We had a turkey shoot. Experience vs sp.
Ganking creates content for capsuleers and player interaction.
Non-ganking in highsec would just push gankers to Lowsec but not first making changes to the Highsec layout and route between ice/ore hubs and market to always pass through lowsec.
That would require an escort? I thought part of the idea of the 1st war dec nerf was because of having to do escort work? But I haven’t read up on that in yrs now.
I am hoping to see a huge change with the Faction Warfare and for the 4 different major factions actually mean something too. Also yes scouts and protection generates interaction and having a solo hauler think that their risk is too low to matter then that is not healthy for the future as the game becomes “stagnant”
What ever happens we can’t not have a safe zone outside of those select few starter zones.
The game in it’s current state is having it’s course of dirrection changed and that is why I typed that above.
Remove all of HS and make them into low sec systems with the exception of the 12 starter systems.
Starter systems are not accessible by characters 60 days and older.
A player that is 61 days will automatically be moved along with all their assets to a random low sec system (to encourage players to research and move out to their system of choosing)
Also, structures are not allowed in these systems, and minerals mined in these systems have no value except for starter missions.