After reading the thread carefully, I think the premise of “ganking should be easier” collapses under its own logic.
First, let’s be honest about what high-sec suicide ganking actually is mechanically.
This is not traditional PvP.
In most PvP situations both sides accept uncertainty: you fight, you might win, you might lose.
High-sec suicide ganking works very differently.
The ganker calculates in advance:
CONCORD will always destroy the attacker, but that is irrelevant because the attacker already calculated whether the target will die before that happens.
So the outcome is usually known before the first shot is fired.
That is not PvP in the competitive sense.
That is a deterministic economic transaction.
And the economics behind it are not theoretical — people openly publish the numbers. One example breakdown shows hundreds of billions destroyed with relatively small operational costs compared to the value of cargo destroyed and loot recovered.
Which leads to the second issue: risk.
The argument being made in this thread is that ganking is too difficult and that targets can simply “tank the gank”.
But this ignores the fundamental advantage gankers already have:
The attacker chooses everything.
If the target is too tanky or not profitable, the gank simply does not happen.
That alone already eliminates most of the supposed “risk”.
The third problem with the argument in this thread is the idea that ganking improves the economy by increasing destruction.
Destruction is indeed important to the EVE economy.
But there is a huge difference between:
player-driven wars, territorial conflicts, and fleet combat
and
station-camped, pre-calculated industrial ganking loops.
The first generates dynamic gameplay.
The second is closer to a high-sec income activity disguised as PvP.
And this becomes even clearer when you consider the scale of preparation involved. Many large ganking groups operate fleets of alts and logistics infrastructure that make the activity repeatable with extremely high reliability.
At that point the activity stops being “dangerous piracy” and becomes a production pipeline.
Finally, there is a contradiction inside this thread itself.
Some posters claim:
“Ganking is rare and easy to avoid.”
Others claim:
“Ganking should be buffed because it fixes the economy.”
Both statements cannot be true at the same time.
If it is rare and irrelevant, buffing it would not matter.
If buffing it would significantly impact the economy, then it clearly is not rare.
In reality the truth is somewhere in the middle:
high-sec ganking is already a very optimized economic activity with extremely asymmetric decision control.
Making it easier would not increase meaningful PvP.
It would simply make a low-risk income strategy even more efficient.
And that is the exact opposite of what a sandbox like EVE should encourage.