Tagging system in it's current state heavily favors griefers and high-EP players while making it hard for new players to get pretty much anything.
Why? Because:
1. Low-EP player is farming a T1L spawn slowly, trying to make some NIC. He's in a basic light bot with 1 head slot and has a damage module in it (or even sensor booster)
2. High-EP griefer with an assault bot/mech comes in, kills everything with one shot. He has 2 sensor boosters + 2 weapon tunings so he pretty much one-shots everything and locks in half the time the other player needs
3. The low-EP player can't do anything since he can't call in his corp to suicide-gank even (Alpha I island). Just leave.
Results:
Low-EP player doesn't get anything, is frustrated. Might leave the game.
Griefer gets stuff he doesn't even need, he's already super-rich compared to the other guy and could make 3x more money doing T2 spawns. He just wants to be a jerk and the current tagging system makes it very easy for him to be one.
Heck, I saw a mech camping a L1 mission bot spawn. If he has a mech those bots are worthless to him, they are worthless to me even. And he was not grinding standings. I did the math, counted his kills. He got WAY more than the mission requirement is and never went back to pick another mission.
So - he wasn't getting anything valuable, he could make 5-10x more NIC per hour doing T2/3 spawns. But he prevented me from finishing my mission, let alone grind standings. And don't tell me "install a sebo". I have two. He still locked faster. L10 targetting speed extension + head full of sebos (since he doesn't need weapon tunings in a mech vs T1 light bots)?
Now, to be a bit more constructive - here's a few possible solutions:
1. Increase spawn rate of low-level (and low-level only!) bots like T1L depending on the number of players on-site. Why low-level only? Because we're talking about low-EP players who can't handle high-level ones anyway while the high-EP players should compete.
Result: increase in profit for low-EP players, reduction of newbie harassment.
Downsides: might be prone to abuse - like high-EP players farming such spots for easy NIC with multiple assault bots (might want to limit which bots will trigger additional spawns), opens up a new griefing tool: 5 griefers come into a site, force additional spawns, then retreat, leaving the newbie swarmed and probably dead.
2. (Assignment-only fix) Make the assignment-specific bots attackable only if you have the assignment in your log and it's not complete (for kill-and-loot - if you killed 5/5 target bots you can't attack anymore - so you are forced to loot them and run back). You could also make the assignment-specific bots ignore players who don't have the assignment to prevent a situation where I killed my 5/5 bots, new ones spawned and swarm me while I can't fire back.
Since the area of the islands is limited I guess it's impossible to create separate hidden spawns only for the player who got the assignment when he gets it (yup, shamelessly copying EVE here). But solution #2 would fix the issue of griefing assignment-runners.
Edit:
Idea 3 that just occurred to me:
Tag "strength" system dependent on attacker/target bot size:
Light/assault bot attacking any bot/mech produces a strength 100 tag
Mech attacking a light/assault bot produces a strength 75 tag
Mech attacking a mech/heavy mech produces a strength 100 tag
Heavy mech attacking a light/assault bot produces a strength 50 tag
Heavy mech attacking a mech produces a strength 75 tag
Heavy mech attacking a heavy mech produces a strength 100 tag
Higher strength tag overwrites lower strength tag. This will encourage farming bots/mechs of same size as your own bot/mech. Should eliminate jerks camping T1L spawns with mechs.
Of course this is just a draft and should take tech level into account as well...
This won't eliminate the problem but would help it a bit.
Raavi "The Unforgiven" Arda