Topic: Protection and Instability
It's impossible to kill anyone under an inter-island static teleport since Syndicate Protection and Molecular Instability wear out at exactly the same time. Dangered player can just jump back and forth indefinitely while even the fast locking bots are unable to do anything.
Idiosyncrasy is bad
When performing intra-island jumps, Syndicate Protection is applied right when the destination starts loading but Molecular Instability right after the loading has completed and player is at the new location. This works remarkably well and creates unintended 5-15 second time-window when player can't jump but can be shot at.
Whenever performing jumps that load a new area, such as inter-island jumps and leaving terminals, both Protection and Instability are applied at the same time, making them wear out at the same. This makes someone virtually un-killable under inter-island teleports or station flip-flopping.
Consistent solution is good
Syndicate Protection buff should always wear out around 10 seconds before Molecular Instability. It shouldn't be possible to use inter-island static teleports as PVP safe-haven and there should be a consistency across the board with how the effects are applied.
Undocking a terminal in PVP zone: Player is shootable for 10 seconds before he can dock back up.
Using interzone teleport beacons: Player is shootable for 10 seconds before he can jump forward.
This is the most important thing that needs a fix sooner or later: Whenever using inter-island static teleports, the player is shootable for 10 seconds after each jump.
These teleports should not be the safest places on Betas/Gammas following terminals.