Interdiction Dodgers

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look soon the tables will be turned wings coming in you can bet your ass players that have been pirated with grouping and going after the pirates

yup, i look forward to this, this might bring group pirate, but it also open group antipirate, escorting services etc.....it' sup to us to get creative with it
 
Make solo separate? OK. But than you will never see traders or explorers online - only fighters. Why? It's easy - part of traders will go to solo immediately, and the rest will be attacked much more often. Since any intercept is 100% win for fighter and makes no real problem for interceptor at all - trading will be too risky. Even with shields - doesn't matter. So you will never wee traders - even those who will go fly online will search far-away worlds. And all the gameplay will be - make money on beacon, fit your viper/cobra and go shooot other vipers/cobras. That's all.

Wanna see traders - make piracy/killing real dangerous for fighters too. High insurance, high penalties/bounties, security vessels arrived to protect attacked traders, big haul/shields for traders - anything ... but trader attack MUST not be 100% win in 20 seconds with no problem and 5000cr fine in nearest system.
 
Wanna see traders - make piracy/killing real dangerous for fighters too. High insurance, high penalties/bounties, security vessels arrived to protect attacked traders, big haul/shields for traders - anything ... but trader attack MUST not be 100% win in 20 seconds with no problem and 5000cr fine in nearest system.

This. +1. Traders should be afraid pirates, but pirates should also be living in fear of the authorities and bounty hunters. At present it's far too easy to pay off your bounty. Making it harder might deter people from becoming pirates, but rightly so - isn't deterring crime the whole point of any justice system?

I'd like to see bounty hunting improved. Patrolling a system looking for ships with a wanted status, or randomly interdicting and warrant scanning, seems more like police work than bounty hunting. AFAICT bounty hunting missions are just NPCs, it'd be good if you could hunt CMDRs too. Not sure how that'd work with the instancing though.
 
what's wrong with a rats anus ? You say that like its a thing of no worth, the rat loves and appreciates his anus!!

Yeah no, not going to work.

Why the hell would an Empire station care that a fed trader got bumped off XXX LY away? Why would a pirate or independent station give a rats anus about some no name trader who 'sploded no where near them?

No jurisdiction.

Just because you are "innocent" does not mean bad things will not happen to you. And just because someone is an "innocent" does not mean players should be penalised for killing them. Its all fair game, whether you like it or not. Its OPEN play. Dont want to get splatted by another player? PLAY SOLO.
 
This attitude is damaging the game by making Open Traders switch to Solo. Keep playing like this matey and soon there'll be even less for you to do!


To be honest, and I'm sure this view is shared by many PVP types, we'd much rather have 1 trader in Open who gets it, prepares for PvP, and has a blast flying against us, than 100 people who throw their toys out of the pram and scream on the first interdiction.

That one person up there is a fellow Open player we can engage with and have fun. The other 100 are just background noise, and honestly only about a half-step up from an NPC trader. Quality over Quantity.

It also kind of assumes a "Once a PvPer, always a PvPer", which is kinda untrue. Bob the PvPer can become Bob the Trader with one ship change, and he kind of has to, if he wants to fund his PVP habit.
 
Killers walk free in real life all the time. A life sentence in the UK is at max 25 years and often a lot less. So a permanent tag is probably unfairly harsh. Clearly you can't give years penalty for a murder but its only a game so perhaps a bounty increase helps for the revenue of a bounty hunter, but it does nothing to discourage the killing in the first place as the killer can simply pay their own re-buy costs after being killed and carry on. Does the bounty dissappear after their death, so they are clean again ? I know I can just pay off my bounties, which I usually do and i am immediately free to carry on again.

Maybe the bounty should just reduce - so they will face more rebuy costs? But then again its quite difficult to make money as a pirate as compared to trading, so rather than seeking to penalise further, accept that what ever they are "getting away with" its still harder for "them" to progress, at least in terms of CR gain, than a trader, so the balance is actually ok?

I have not tried piracy as a route.... must......grind......the luxuries........!! :)
 
The fine für murder should be the exact same amount the murdered one loses in insurance and cargo loss. So if you shoot down an unarmed type 9 with 500 tons of palladium on it, welcome to a fine of several millions. that is the only way to prevent insane player killers to just murder everything. Eye for an Eye
 
The fine für murder should be the exact same amount the murdered one loses in insurance and cargo loss. So if you shoot down an unarmed type 9 with 500 tons of palladium on it, welcome to a fine of several millions. that is the only way to prevent insane player killers to just murder everything. Eye for an Eye

There's no way that anyone would pay such a fine, so what's the point in it? People will just ignore them and stop at anarchy systems & pirate outposts.

Maybe the bounty should just reduce - so they will face more rebuy costs?

It's a tricky one. Persistent bounties are just a route to credit farming by having a friend kill you over and over. Even a one-off bounty in the millions is an invitation to exploit. Perhaps a large fine should translate into a modest bounty that persists but diminishes after each kill.
 
There's no way that anyone would pay such a fine, so what's the point in it? People will just ignore them and stop at anarchy systems & pirate outposts.

Well, it is the fine the trader has to pay when he gets shot. So why should THEY put up with it and not just play in solo?
 
Make solo separate? OK. But than you will never see traders or explorers online - only fighters. Why? It's easy - part of traders will go to solo immediately, and the rest will be attacked much more often. Since any intercept is 100% win for fighter and makes no real problem for interceptor at all - trading will be too risky. Even with shields - doesn't matter. So you will never wee traders - even those who will go fly online will search far-away worlds. And all the gameplay will be - make money on beacon, fit your viper/cobra and go shooot other vipers/cobras. That's all.

Wanna see traders - make piracy/killing real dangerous for fighters too. High insurance, high penalties/bounties, security vessels arrived to protect attacked traders, big haul/shields for traders - anything ... but trader attack MUST not be 100% win in 20 seconds with no problem and 5000cr fine in nearest system.

we got this every single time in eve, when talking about lowsec / nullsec updates (usualy involving touching combat ships / merchant ships)

this is ongoing for YEARS.

every time we have players like you, stating that traders / merchant will just stop going there, that we'll stop having goods and / or target and blablabla....

WRONG, they still come and trade, they just use differents tactics, avoid some path, or some timezones, but they still come....
 
we got this every single time in eve, when talking about lowsec / nullsec updates (usualy involving touching combat ships / merchant ships)

this is ongoing for YEARS.

every time we have players like you, stating that traders / merchant will just stop going there, that we'll stop having goods and / or target and blablabla....

WRONG, they still come and trade, they just use differents tactics, avoid some path, or some timezones, but they still come....

Nope. Nearly all the pure traders i know are already only playing solo or mobius. i would say it is safe to assume that 80% of the trader population does not go anywhere near open.
 
Well, it is the fine the trader has to pay when he gets shot. So why should THEY put up with it and not just play in solo?

Us traders have that choice. I don't take that choice though, I play in open and I take the risk. Why? Because it's fun. I could play Monopoly on my own and own the whole board, but it's more fun to play with my family and friends and run the risk that they will take all my stuff away. You could just as well ask why would anyone do that, and risk hours of progress?

The game showers traders with credits, I can make millions in an evening. I could sit on that hoard of cash and throw it in the air laughing maniacally, or I could go out there and take some risks and have some fun.
 
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Nope. Nearly all the pure traders i know are already only playing solo or mobius. i would say it is safe to assume that 80% of the trader population does not go anywhere near open.

Nonense. Zero data to make such an assumption. The people "you know" are a minority of the playerbase. I play open exclusively and I see more dedicated traders than any other type of player. So much so that interdiction as a bounty hunter is pretty much useless, since so few players HAVE a bounty let alone stick around long enough to get attacked. Open play is chock full of traders.

If some act like spoiled children any time they don't get their way and disconnect to play solo then good riddance to them. Open play is for people who WANT to play with other players. Not so "joe blog" can make a mint off the persistant universe and then "disco" every time a pirate comes near him.
 
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Ok this has happened several times today, and to be honest its beyond annoying, its actually ruining my game and making me think of going elsewhere.

So I'm still doggedly playing as bounty hunter, and due to the lack of legit targets (i've not yet met a single human wanted player since starting this game) i've been forced to start interdicting 'clean' ships, I pull em out of supercruise and scan them with the KWS just to see if they have any bounties.

Now, i'm not yet quite ready to turn to piracy, so as long as they are clean I let them go.

But.... what is really getting on my wick is the number of ships that are exploiting the disconnect-to-get-out-of-trouble bug.. I think about 4 out of 5 ships that I try to interdict simply vanish from the scanner, i'm guessing that they simply pull the plug rather than risk an engagement.

TBH I wish these chicken poo commanders would just move over to solo mode, after all why bother to play online if they are going to chicken out of any contact ? They are just wasting my time and ruining the game....

FD REALLY need to sort this out it going to ruin the multiplayer game for many, otherwise


why not try something like this.

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.

If the AI wins, then its tough on the person that interdicted you.

This Game is Called Elite Dangerous, why have they made it so soft ?

It might not be players disconnecting. Take a look at this:

[video=youtube;8b_wH2AUwNc]https://www.youtube.com/watch?v=8b_wH2AUwNc[/video]

All player contacts vanish at once at the 10 seconds mark. This happens to me a lot, and I am convinced it is an issue with Elite.
 
The fine für murder should be the exact same amount the murdered one loses in insurance and cargo loss. So if you shoot down an unarmed type 9 with 500 tons of palladium on it, welcome to a fine of several millions. that is the only way to prevent insane player killers to just murder everything. Eye for an Eye

Ummm! Why - as much as I don't want to - like that idea?

So if you kill someone with a belly full of cargo, you are fined according to the value of goods you deprived the other individual of.

Given this mechanic, what's to stop some of the murdered player's cargo also being re-imbursed? eg: 40% of its value? Does that open up an exploit or not?

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It might not be players disconnecting. Take a look at this:

[video=youtube;8b_wH2AUwNc]https://www.youtube.com/watch?v=8b_wH2AUwNc[/video]

All player contacts vanish at once at the 10 seconds mark. This happens to me a lot, and I am convinced it is an issue with Elite.

I hope you've raised a ticket and linked it to that video?
 
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And more about the dodge by logoff. I returned on my Adder from week exploration, had about 4kk info on-board. Was interdicted by player anaconda in Leesti with "HAHAHA - now you are mass locked and will die!".
 
Killers walk free in real life all the time. A life sentence in the UK is at max 25 years and often a lot less.

good point. Just a 25 year tag it is then.

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There's no way that anyone would pay such a fine, so what's the point in it? People will just ignore them and stop at anarchy systems & pirate outposts.

Fine. That's playing a pirate properly. Make sure they have limited ship and re-equipment options in these ports. I'm all for a well thought out pirate path and pirates who are prepared to play the consequences of their choices.
 
As good things for pirates - the commodities market at anarchy system should take stolen goods. Also - as things for risky traders - it is to give better prices/some discounts. It's also fair: wanna more money - take more risk.
 
That would be better than what we have now but the immersion would be broken for the interdicting players, so I still prefer the idea of letting an AI take control of the players ship so that the combat can actually take place, of course the interdicting player would be unaware of what was happening and carry on his game in blissfull immersion....
This would be awesome. But I really do hope the bug of the empty instance due to p2p error, if it exists, will be fixed soon.
 
As good things for pirates - the commodities market at anarchy system should take stolen goods. Also - as things for risky traders - it is to give better prices/some discounts. It's also fair: wanna more money - take more risk.

I agree that there doesn't seem to be much link between risk and reward. Some systems, like Sol, Achenar, etc., should be safe and heavily policed, but the profit margins available in those systems should be fairly slim. Dangerous systems should have higher profit margins, and stations that take an hour to get to should also have something going for them such as either higher profit margins on goods, or missions with decent rewards.
 
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