Highsec ganking of newbies and noncombat capable ships has been an on going issues for ages. Many ideas given, but nothing works.
CCP has brought it up every now and then, and even said in the last patch the resistance reduction and T2 ammo boost was no intended to benefit gankers and this was a concern area they would look into. (whether this happens or not is another debate on the forums already)
It seems a number of people believe there is no real risk for gankers any more.
Currently CONCORD comes in blows up a cheap ganker ship and gankers m8’s collect gankers wreak and targets wreak and cargo.
With the last patch the risk to isk ratio has now gone even more towards the isk side, thus reducing the risk factor. This appears to be in the form of less ganker ships/firepower required to gank. Hence an increase in gate ganks and station ganks.
One of the best possible options is to reinstate the clone insurance. This worked similar to ship insurance, and depending on level in protect governs the amount of skill points lost.
Many old players will remember this feature from the early 2000’s and love it or hate it, it made player very careful not to loose their clone. And anyone purposely killing clones for no reason tended to become well known and hunted by RPG bounty hunters.
But unlike the original clone insurance of the old days, if you gank and thus killed by CONCORD insurance is nulled , just the same as ship insurance.
I would suggest that instead of normal skill point loose that would be taken from not having insurance if death caused by CONCORD, the skill point loose is doubled.
Those adding risk factor back in the game for gankers and to a lesser degree all other players, making them think twice about doing something possibly stupid.
This adds a cost to ganking in highsec, and hopefully encourage pvp dueling, pvp in lowsec,nullsec and wormholes stays the same,other than players more aware of clone lose due to skill point lose governed by insurance.
This would require adding new code to allow CONCORD to kill player capsules, if player completely destroys other player ship! This ensures only true intent is made, and accidental hit isn’t punished by death of clone.
But once done Gankers will think twice about Poding players and ganking in Highsec, who knows they might decide to actually PVP like real PVP’ers!?
This isn’t a solution to kill ganking, it a method to increase the risk of ganking, by applying a cost that doesn’t effect other areas of gameplay,like rebalancing ships.