Interdiction Dodgers

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The other one was probably parked up close to the star so you didn't see them. They then targetted the low intensity wake left behind when you drop into regular space and homed in on that.

Hi tricky.... no - it was well away from the star, and on my way to the station. So - you leave a low-intensity wake: is that actually a signal? I thought you leave one when you enter supercruise from normal space, but not vice-versa?

Any clarification would be really useful! :D
 
Wait are they disappearing after you interdict or before while in sc? I find the net code is pretty bad, I have players drop out all the time only to come back 15 seconds later.
 
Once an interdiction tether is established you cannot pause or quit.
If you disconnect then the AI takes over your ship and you cannot rejoin the game until the engagement is over.
If the AI looses the engagement then tough, you loose a ship and its your own fault for chickening out.

I think it is mostly a bug rather then people killing the process to avoid conflict.

If its a bug then it would appear to both players that the other had disconnected.

If the result was saved to server based on the player still in the game ( maybe both ) its going to get really messy.

If both players could killed the others AI then both would die even though they won the fight.
Imagine killing the AI then have your own ship destroyed because the other player killed the AI too.
Or it would be a race to see who killed the AI the fastest.

If it was a trader and he didn't try to fight the AI I guess he would just die even if he escaped back into SC.
 
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I dont think 24hrs is nearly enough, it should be at least a few weeks at the current system but deteriorate quick the further away from the scene of the crime. I think it worked something like that in Ooelite


I think its simple and fair to make the bounty until death. Pirates, bounty hunters, mercenaries and murderers should be happy with that. You cant expect to live very long in those roles anyway.
 
On one run to a station I was interdicted twice (possibly both by players, not always easy to tell), submitted and got nada in normal space with me.

I'm happy to be player interdicted, but it's just buggy right now.
 
Hi sorry, I'm pretty new but would like to add to the conversation about murder and attacking trader class players.

Would it be acceptable to include weaponry that disables ships rather than destroys them? Say for example, have EMP blasts or some kind of disputer than does not register as an aggressive attack but a passive way for pirates to instill some threat without the outright pursuit of PKing?

Example: Pirate sees a possible mark, pursues it, interdicts and in the fray commands a pay off otherwise they will disable the ship and limpet all their loot? If they do so, they are tagged a pirate with a bounty but the other player does not put their entire ship at risk? This way both players can RP as well as have a more accepting transaction. If the marked player aggresses then the pirate has access to the deadly weapons without criminal fines. Then you can make murder the utmost DAMNING fine/penalty possible and shrug and say you gave players the option to do it without the need of PKing?

Does that makes sense, or is it a stupid solution? What say you commanders?
 
Hi tricky.... no - it was well away from the star, and on my way to the station. So - you leave a low-intensity wake: is that actually a signal? I thought you leave one when you enter supercruise from normal space, but not vice-versa?

Any clarification would be really useful! :D

Yes. You leave a low intensity wake when dropping out of SC as well as jumping into SC. You can target them and use them like a regular marker to disengage when you get close enough You don't get an ETA though so it can be a bit of guess work, just leave the throttle at 75% and the game will auto correct your speed.

High intensity wakes are left behind when you jump to a different system. You need a wake scanner for the high intensity ones.
 
Although I no longer play in open online because of griefers, I do agree with the OP in that disconnecting while in a combat situation (interdiction is a form of combat). That said, I also understand why they do it, because their are too many pew pew's that just interdict to shoot someone up, no warning, no pirating, just looking for targets to shoot. The OP suffers because of this, since he's apparently not a pew pew player.

There are those who claim to be pirates, but are really pew pews, pirates need to make a living, how do they do so? They interdict and demand cargo. By just shooting up players, they're destroying their incomes, because the cargo will be destroyed along with the ship, these are NOT pirates, they're children.

This is why I play in solo, so I don't have to deal with them, and can enjoy the game on my own terms.
 
I see the value overall in having players want to be pirates. It adds both a pathway for a player to advance in and a method of building the world players inhabit. No drama like conflict. That is why I think a good solution is to give would-be pirates non-lethal means to disable and pirate a mark, still get a pirate tag, and not murder the other player. Then turn up the murder penalty to something astronomically difficult to erase. I am still learning the ins and outs, are there already non-lethal means to threaten another player by?
 
The reason I think some people disconnect is unfortunately the whole 'lol i kill yuz' mentality, it is fine that people want to be pirates, but pirates don't just fire upon people and blow them up, that doesn't get you any loot. A pirate focuses on getting the loot not killing, but yeah, unfortunately that mentality is going strong in not just elite but many other games. Now if there was a way to know who are pirates/where they are and not just the top bounties, so pirate hunters could attack them back they might do this less.
 
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I see the value overall in having players want to be pirates. It adds both a pathway for a player to advance in and a method of building the world players inhabit. No drama like conflict. That is why I think a good solution is to give would-be pirates non-lethal means to disable and pirate a mark, still get a pirate tag, and not murder the other player. Then turn up the murder penalty to something astronomically difficult to erase. I am still learning the ins and outs, are there already non-lethal means to threaten another player by?

This idea is pretty good. But an insta-hit, stun would be a griefe's dream. Imagine dropping into combat space and being stunned with no recourse for as long as the ammo/charges remain, and then being helpless as the "pirate" destroys your FSD and gives you the cheek as he FSD's out completely avoiding the bounty for murder. This thing would have to be another mini-game, and this whole idea, still, wouldn't stop players from DC'ing.

This game shouldn't hold anyones hand. Not even the Pirates. They have a number of tools with which they have to figure out how to get the job done. Interdicters, Limpets, Cargo Hatch, threats, Disruptive Force, ect. Work it out. You think you're BA? E: D says: Prove it.
 
While i am fine with the whole piracy thing the for the lulz killers can have open all for them self while i have fun in groups
So we all have fun.
Perfect solution
 
This game shouldn't hold anyones hand. Not even the Pirates. They have a number of tools with which they have to figure out how to get the job done. Interdicters, Limpets, Cargo Hatch, threats, Disruptive Force, ect. Work it out. You think you're BA? E: D says: Prove it.

Fair enough, bit there is no balance.
I suspect one of the reasons why the shoot first ask for loot later mentality has developed is because of the laughably easy submit boost jump 'tool' the trader has.
 
Fair enough, bit there is no balance.
I suspect one of the reasons why the shoot first ask for loot later mentality has developed is because of the laughably easy submit boost jump 'tool' the trader has.
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If you're in it for the loot, "shoot first" is not a great motto. IF you're in it just to reduce other peoples wealth, I can't help you. A well done "Submit, Boost, Jump" should be looked at as a skill. SOmething a skilled Pirate should have to crack. A poor or startled player can mess up.
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I wonder why people insist that Piracy should be just as profitable as any other role/path? I thought people took that path for the thrills. Only the very few famous pirates ever really got rich. They hid most of thier loot becaue they couldn't sell/spend it in real society for fear of being hung. E: D pirates have it easy.
 
I'm not sure what you people think will happen if you increase bounties or make them "unpayable".
In what way do you expect this will change the behaviour of players who like to murder other players?
What will actually happen is that they get a bounty, then sooner or later a bounty hunter shows up and kills them, once.
Then they buy their ship back at 10% cost and continue on their merry rampage.

This can easily be countered... just make it so, that they have to pay a fine of the same amount as the bounty, once they respawn at the station, automatically deducted from their account.

So let's say a player accumulates a huge bounty of say 5 mill... A bounty hunter kills him and gets the 5 mill bounty... the former wanted player respawns, and 5 mill are deducted from his credit account ON TOP of the insurance excess fee he has to pay.

This mechanism should be powerful enough to stop anyone from senseless player killing, if the bounty is high enough. Someone in this thread suggested a bounty of the same amount as the killed player's excess fee. Sounds good enough.
 
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I've said it before, and I say it again. Metagaming is cheesy, not illegal.

You're complaining that they're wasting your time by disconnecting, but you're ignoring the fact that you're wasting their time by Interdicting them.

¨~ Chris
 
I've said it before, and I say it again. Metagaming is cheesy, not illegal.

You're complaining that they're wasting your time by disconnecting, but you're ignoring the fact that you're wasting their time by Interdicting them.

¨~ Chris
and you're missing the point, that they're wasting everyone's time, by being in Open in the first place. It's like turning up at the local park with a football, inviting all the kids to play, then picking up your ball before you get tackled and going home.

Too many Cartman's in the world.
 
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