@liquidusblue I'm not looking for limits on PvP, I'm looking for people to be smarter about their suggestions in the forums. A lot of people approach what they perceive as a problem with aggressive players with suggestions to punish people for engaging in PvP. Most of these suggestions end up putting a similar, if not worse, burden on the players who are simply defending themselves against said players. PvP is a two way street and both parties are killing each other and sinking ships. It doesn't really matter what side of a conflict you're on, you're performing the same actions and there's no real way to implement a system that can detect aggressors and defenders. Anything that punishes players for playing aggressively will likewise punish players for playing defensively. Nobody seems to be taking this into account, however.
For instance, I don't know if duvelsuper2's comment above was in jest or not, but I've seen that exact suggestion on the forums before. Problem is, people who rack up more consecutive kills tend to be larger crews who are good at defending themselves. Take the scenario where a ship is trying to do a raid on a skull fort. Then end up having to fight off the same ship over and over again when they keep coming back with each respawn. The larger ship sinks an attacking sloop 3 times trying to get them off their back and then THEY end up having a high bounty and having to avoid NPC "pirate police" as they try to get back and turn in their winnings. The system suggested ends up punishing the very people it's supposed to be helping while the harassing party gets by without anything because they were repeatedly killed.
This is a surprisingly frequent problem with these kinds of suggestions, but I'm seeing a lot of people making them, anyway. I just want to draw people's attention to the fact that, while on paper and in your head, punishing people for playing the game in a way you don't like may seem like a good idea, you need to broaden your view of how that impacts other players. Most systems of punishment can be abused to make games more frustrating, offer further opportunities for griefing, or make the game crushingly difficult for weaker players.