Getting EXTREMELY frustrated with a certain interdiction exploit

I agree with the idea that cooldown not being reduced for submitting. Its a simple change that addresses the main problem.

I think the bigger problem is with traders. The max cargo capacity and sacrifice defence and then complain they get attacked. Stick some mines and turrets on the old space cow and let the pirate eat those while you run.

Still, pirates, scum of the universe :D

hoping FD change something to do with safety in high security systems and profits to be made in low security systems.
 
What about an additional internal module for pirates? A sort of FSD-scrambler, that, if and only if both ships are close enough, will "mass lock" the victim?

Armed traders would still be able to figth back, fast and vigilant traders still would have a higher chance to escape and authority vessels wouldn't use it (or switch it off after the scan) and the journey could be continued quickly. As the additional component would use up an internal slot and need quite a bit energy to be powered, their use would come for a cost - but a price willingly paid by pirates in order to achieve their goal.
Finally, not all NPC pirates would use the scrambler, so that random pirating encounters could be played out faster for commanders unwilling to figth the NPC for bounty.

If the whole "close enough" thing is an issue, the scrambler could even come in form of a weapon, maybe a special slow velocity gun. Targeting and hitting would be needed to mass-lock sucessfully, so the chance of evasion would be given and a minimal amount of skill needed in order to use it. It would be necessary to give up firepower in order to fit such a scrambler; giving the pirate a decent figth would be a valid option for armed traders, which would be great!

The more I think about it, the more I like the idea of a "scramble-weapon"...
 
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Honestly I think it's good they can run quick, because they can't really fight back and traders need a chance to get away. Gotta equip bigger guns to take them down fast if you really want that cargo, then they'll be damaged when you interdict them again next time.
 
An FSD blocker would just be a griefers wet dream. It would cause more trouble than it would solve. I think a better solution would involve targeting, and dropping the targets FSD/PP/PD to below some threshold, but still allow for navigation afterwards, and not destroy the targets ship.
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This would allow for a battle of skill between the actors. Putting too much pressure on the traders will send them all to Mobius.
 
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... I think a better solution would involve targeting, and dropping the targets FSD/PP/PD to below some threshold, but still allow for navigation afterwards, and not destroy the targets ship.
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This would allow for a battle of skill between the actors. Putting too much pressure on the traders will send them all to Mobius.

I agree. I only left the first part of my post in, as it did mention some details I didn't want to type again.

I think, a special weapon would indeed be the way to go:
- slow moving amo, maybe some time delay before shooting (in order to allow the high-tech bullet to be programmed according tho the targets FSD speciation) so flying close would increase the chance of hitting. -> skill needed.
- no damage done to shields or hull by this weapon. Mass-locked targets have a better chance to fight back. -> potential for interesting interaction.
- limited amunition and relatively high price tag for "bullets"
- the more often the pirate hits, the higher the 'mass lock factor'. This will, however, reduce his margin significantly, just as successful evasion by a skilled freighter pilot. -> decission-making needed.

I think, this could lead to really interesting and fun encounters!
 
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ME, if the piwate manages to interdict me;I drop three tonne of cargo and go. If he attacks, then I fight.. but I do have 5 guns I can bring to bare. Again, ME; I think if the piwate is not opening fire immediately with a view to blowing you up entirely then it is good game play, for which there should be a reward (gf / well played ect).

Fly safe/
 
Or a mass lock anchor that locks all ships in the area...pirate and all so the trader has to get out of the area to jump.

Something like a mine with high mass. Could also be destroyed. May work.

i dunno, I'm a trader. Lol
 
OP get an Asp. It should mass lock traders better and has bit more firepower to knock down the ship. Aim for thrusters, they can be fixed nowdays, so you don't have to kill.
 
No, for gameplay reasons no one need bigger guns.

We need 3 things :

1) A tool to prevent other players to FSD again, a tool that would also be VERY power hungry and/or overheating the ship, making them choose between beeing armed to the teeth and actually put up a real fight vs lowly armed traders instead of mindless slaughter.
Using it would need some tactical skills, push pirates and traders to group and make everyone think about their fitting instead of going all weapons or all cargo.
Of course this tool should also have a long cool down to prevent griefing and force pirates to actually scan and carefully choose their target

2) Faster and bigger police response to help traders.

3) Better, more rewarding and more "in depth" black market/smuggling mechanics to make targets more "juicy".

Those are some good ideas!
 
surely you could argue that someone playing in OPEN rather than in solo, or a non-pvp private group, is implicitly willing to accept all the consequences of that decision...

You could certainly argue that. The reality is somewhat different.

Actually I don't think you can imply they are willing to accept the consequences of that decision. They might be aware that piracy may happen - but that's not the same as accepting it and playing along with it. All you can imply is that they selected open when they logged in - that's all.

Otherwise you might also imply that anyone playing a game that has trading, mining, exploration and piracy would accept that trading is also a designed role in the game - yet some don't want to do it - at all.

It's all about choices - if you find someone happy to play the interdiction game (sometimes me for example), that's great - if not, look for someone else.

I agree FD have said it isn't playing out exactly how they intended - but it's a very tricky thing thing to fix. Dedicated Pirates want nothing to do with anything in game other than piracy and many dedicated traders want nothing to do with piracy - and I'm not sure that can ever be "fixed".
 
Remember pirates, for traders to give you cargo, they have to carry it in the first place. I am an explorer, I carry no cargo. So, if I'm interdicted by a pirate player I would expect them to believe me if I say this, and would happily wait until they cargo scanned me. Since the majority of pirates probably won't do this, I am more than happy to FSD out. Tough on pirates who, even in RPG terms, deserve no sympathy and no quarter. If FD nerf the FSD cool down time so it's easier for pirates to pewpewpew rather than steal, then solo for me.
 
This was supposed to have been fixed ages ago. The zero cooldown is only supposed to be allowed for the police scans and anyone else interdicting isn't supposed to allow a cooldown. I'd ticket this m8 and ignore the haters.
 
If it's a fight you want OP, interdict a Python. They can carry 160 - 284 T of cargo. Just think of all you'll make - if you survive...

If T-6,7,9 have no way to escape and survive, it won't take very long before you don't see any.

I went Sidewinder, Hauler just long enough to get a Cobra. After that, straight to the ASP and a Python because I didn't want to just be a sitting target. The haulers are slow, under-powered and boring. Kudos to anyone who can drive one for more than a day or two. I'll grab one from time to time if i spot a really lucrative opportunity to make some big profit quick, but then it's right back to my ASP and Python, or the occasional nostalgia run in a Viper just for a change of pace.
 
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