Yes this is about the latest changes which rendered capital ships much more useful than before. And no it's not specifically about the rule change.
Firstly I'd like to highlight exactly these 2 changes which render capital ships very attractive:
1. Player Bases receive damage even with shields online
2. Capitals can now shoot transports
Both of these changes make sense inRP but they also make the purpose of capital ships much more important than before. Specifically:
1. We all know that in order to destroy most bases you need the 1% damage that you apply to be higher than the repair restoration that the station receives because drying up the bases from its supplies requires tons of hours if not days in order to do that (unless you camp a base 24/7 and intercept all incoming transports which makes it also impossible). So in order to be sucessful you need to use a powercore which is as much bigger as possible.
2. The rule itself.
Both of these implementations make sense inRP and I don't want them to change. Specifically, to make the player stations vulnerable thus creating a reason for people to attack them and the rule change because it obviously doesn't make sense for a capital ship to not shoot at a transport.
However the cap-transports rule existed in the past for one more reason. A roleplay reason.
Pirate organisations don't have Scyllas or any other capital ships in abudance in order to use them to camp a single lane. They are to take over ground, to destroy deep station installations, etc - not to pirate. Piracy is for their snubs, which have also higher survivability and are also more expendable than a cruiser/battleship.
On other hand, Militaries should not use capital ships to search for smugglers. Battleships/Cruisers are for war or protecting choke points, not checking/fighting every little trader.
If we even look at the numbers we will easily notice than using Battleships/Cruisers which have thousands/hundreds of personnel onboard and requires many resources to just fly it around, is totally ineffective to use them for cargo interdiction, be it lawful or unlawful.
[color=#CCFFFF]Therefore I urge the organized factions of the server to make correct use of their capital ships, roleplay-wise.
Obviously a solution is needed. We don't need to return to the transport-caps rules which don't make sense but at the same time we should also make sure that abusing the role of capital ships by using them against transports should be rendered ineffective. That's the solution I propose.
Comments/thoughs/ideas, everything is allowed. The more attention you give to this thread, the more chances it has to be noticed by the devs and generally the decisionmakers. Thanks.
So basically your solution is to make it common sense not to use caps for piracy/police-like lawful work without having it in the rules (since the only way to get it ''rendered ineffective'' is the transport-cap rule).
Although it is all true what you stated, I still see the problem, that it will be impossible to force the RP-explanation into every indie's/cap-user and the lolwut's mind. However, at least the forum-users are now made aware of it - A start.