Destroyed by an NPC on the way home after 2 weeks exploring... did I do something wrong?

You managed to get out there, why can't an npc? I believe NPCs only spawn up to 1000 LY away from habitable space, which is only an hours drive from civilized space. Keep in mind that in the future, there will probably be more dangers (e.g. thargoids) out in the deep, not less. And honestly, I welcome those dangers. It can get awfully dull 7,000 LY from Sol.

Without a fuel scoop?
With, as your only purpose in life, to interdict and murder people?

Even piracy this far from civilization would be a silly idea.
 
You managed to get out there, why can't an npc? I believe NPCs only spawn up to 1000 LY away from habitable space, which is only an hours drive from civilized space. Keep in mind that in the future, there will probably be more dangers (e.g. thargoids) out in the deep, not less. And honestly, I welcome those dangers. It can get awfully dull 7,000 LY from Sol.

It's not a question of whether or not they could (though they couldn't without a fuel scoop). The issue is that there's no logical reason for a pirate to go hunting for explorers in the middle of nowhere. It's like getting mugged by crackhead in a forest in Alaska. It just makes no sense.
 
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Without a fuel scoop?
With, as your only purpose in life, to interdict and murder people?

Even piracy this far from civilization would be a silly idea.
What prevents an npc from fitting a scoop? I think fdev could code that bit in if they really wanted. Also, if I recall correctly there are three types of npc A.I. : Pirate, Bounty hunter, and Psychopath. Most eagles fit into the "psychopath" category.

So - where better for a psychopath to live then the fringes of civilization?
 
So... is it just me being bitter right now, or does this seem really unfair? NPCs without fuel scoops hundreds of Ly from civilisation, interdicting and attacking for no reason at all? At the moment I feel that I had no chance, once the RNG decided that that particular NPC would appear... and that I've wasted the last two weeks. This is not fun.

Yes, totally unrealistic therefore unfair. To be objective, 1.1 basically broke the game as the design behind interdiction was not fixed or evolved prior to updating frequency of NPC interdictions.

I can not get my head around the minority who believe that 1.1 fixed things. Now it feels I'm playing a Spectrum game, in which I need to overcome the programed parameters. Theres no opportunity for immersion at all at the moment.
 
What prevents an npc from fitting a scoop? I think fdev could code that bit in if they really wanted. Also, if I recall correctly there are three types of npc A.I. : Pirate, Bounty hunter, and Psychopath. Most eagles fit into the "psychopath" category.

So - where better for a psychopath to live then the fringes of civilization?

Nothing you are right and that is the point : we know NPCs in the twilight zone do not have fuel scoop equipped (thank you Mr scanner) and fly alone without supply ship --> they are cheating.

edit : even more obvious when you are fighting a lone Eagle 400 LY from the next starbase without any ELW/TWW around.
 
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What prevents an npc from fitting a scoop? I think fdev could code that bit in if they really wanted. Also, if I recall correctly there are three types of npc A.I. : Pirate, Bounty hunter, and Psychopath. Most eagles fit into the "psychopath" category.

So - where better for a psychopath to live then the fringes of civilization?

A lot better than 100 Ly from any civilization whatsoever.
Most NPC's that interdict in general seems to fit into the ''psychopath'' archetype, or the ''pirate who doesn't know how to scan'' archetype.
Do you not think that this is wrong?
 
What prevents an npc from fitting a scoop?

Nothing, AFAIK - but these NPCs do not have them.

Also, if I recall correctly there are three types of npc A.I. : Pirate, Bounty hunter, and Psychopath. Most eagles fit into the "psychopath" category.

Hmm, yes. It seems that pirates also turn into psychopaths if they interdict somebody who doesn't have a cargo hold. That might actually be worth investigating more carefully, there's probably a bug report in there with some evidence. (at least prior to 1.1, pirates used to let you go if they scanned you and found you had an empty cargo hold. Has this changed in 1.1, or does finding that you have *no* cargo hold send them into a fit of murderous rage? ;-))
 
What prevents an npc from fitting a scoop? I think fdev could code that bit in if they really wanted. Also, if I recall correctly there are three types of npc A.I. : Pirate, Bounty hunter, and Psychopath. Most eagles fit into the "psychopath" category.

So - where better for a psychopath to live then the fringes of civilization?

You aren't going to run into psychopaths in the middle of Antarctica anymore than you will run into anyone else.
 
I can't help but feel that the current implementation is a placeholder to simulate danger where there is none. The big disconnect here is you're presented with a game that attempts realism but makes a huge concession in favor of 'exciting' game play. From a logical perspective, does the current approach to NPC piracy make sense at all? Not really. The simple fact is that the NPCs do not exhibit any behavior that simulates rational thought. If you were a pirate, would you be hanging out 100LY away from civilized space? No. Would you be attempting an interdiction in secure system? No. You'd be hanging out in anarchy systems along established trade routes in colonized space with about ten of your buddies. There is no consideration of risk vs. reward when designing NPC encounters and it's jarring. To be attacked more than one jump away beyond the civilized space is beyond absurd. The explanations provided (marooned explorer, prospectors defending a new claim, etc) are so statistically miniscule that they are laughable. That's why I can't help but think the developers have taken this all into consideration and what we have is just a placeholder.

There are so many other environmental dangers and miscalculations that could be fabricated for exploring to make it exhilarating, and I hope this kind of thinking makes it way into the future of ED. Even trading within secure systems could have so many other risks other than piracy. I hope for the sake of realism and more importantly gameplay variety other ideas are taken into consideration and ultimately implemented.
 
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This happened to me also, in an adder, I had B class shields at the time and I was returning after a 2 week journey to California nebula is it? I got to the outskirts and then returned instead of going further out, I was concerned at the loss of all my data due to being interdicted every time I fuel scooped.. I had almost made it back when boom by npc.. I forget what he was flying but it happened so fast he mnust have been using some seriously overcharged weapons ( are these still ingame btw?). I rage quit ofc and insteads of putting me off the game its just put me of exploring for a bit.. Although the claim name thing is kinda enticing me to try again.. Its amazing how far explorer equipped haulers and adders can reach really, considering how cheap they are..
 
Seems a bit unfair. How close to stations were you? A few hundred light years? Suppose they could make it out that fwr and then they are trapped. Gone mad stuck in space....

There role played it a bit. :)
 
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