Getting EXTREMELY frustrated with a certain interdiction exploit

Well TBH they've got some good hull plating there....I too am a pirate and I run into CMDR traders frequently and most of the time they either just drop some cargoz when I tell them too or try to haul ass outta there but I go for the small ships for this reason. Also I've been pirating since I logged into Elite and have a bounty everywhere but the Alliance controlled space ( working on that !!!! ) and found that it's much more profitable to prey on the lakon type 9 NPC ships than players but the smaller ships CMDRS the more opt they are to drop since losing there ship and cargo isn't profitable to either party :D
 
Maybe read the thread? The cooldown has always been intended except when being interdicted by authority vessels. The dev post has been quoted several times.

Alright, I didn't realize this.

I wonder what other game mechanics I use regularly is just an unintentional side effect of some half baked feature.
 
Apologies for the flame-war-ey title, but I've grown increasingly annoyed over the past few days and I need to vent. I even created a forum account to post.

So I'm a pirate operating in Yembo. It's a tough, poorly paying career fraught with danger and risk (I suppose that's the price for player interaction and good gameplay...).

However, more and more lately, CMDRs (always in type 6s for some reason) have been SUBMITTING to my interdiction, and then IMMEDIATELY supercruising away, bypassing the usual interdiction FSD cooldown and making them virtually impossible to do more than a few points of hull damage to.

Just now, I interdicted the same commander 3 times. The first time, they submitted, and I told them to cut their engines. They didn't respond, merely charged their FSD. I attacked them in response, but failed to get their shields down.

I immediately followed them to supercruise, and had to follow them for 400LS before I could catch up and interdict again. Once more, they submitted, and once more, they immediately boosted away and charged their FSD. This time, I opened fire immediately, managing to do 10-20% damage before they jumped again.

Once more I followed, once more I interdicted, and yup you guessed it once more they submitted. This was only 20Mm from the station so I didn't even bother with the warning, blasting at their shields immediately. I had just managed to get them down again before they vanished.

I even followed them to the damn station, but was too late, they slid through the docking port just as I got in range. I proceeded to camp outside the station with thrusters off and temp at 27% to hide my wanted status for a good 5-10 mins, but they either retreated back to Solo or logged off for the night.

Needless to say, I am extremely annoyed and tired of the fact that "submitting" to interdiction lets you leave almost as soon as you arrive. I know many of you will say "get gud" or "get a faster/masslocking ship" but I don't want to grind to play at pirate whilst losing money. Ever since my first million credits, I have only pirated. It should be a career not an expensive hobby.

But I digress. My Cobra is nearly the fastest ship with weapons possible (455m/s boost speed) and heavily armed. Should it really be impossible for me to pose any threat to a weaponless mid-tier trader? (whose ship, btw, likely costs far less than my 3mil). All while making more money in one trip than I do in an evening!

PLEASE Frontier, do something about this ridiculous exploit. And traders who play in open: please don't use it! If you don't want to face pirates, that's fine, just don't trade in the most populated system in the game in Open mode!

I saw you in Yembo, I'm CMDR Ralof. It's great that you've actually dedicated your game to piracy instead of falling in line and trading, but it's just not implemented properly yet. I absolutely agree, I think Fighters of the Cobra's size should be able to efficiently pirate anything up to a T7 in size, and an ASP would be required for anything bigger. Right now, flying an ASP as a pirate boat is too costly unless you strike Imperial Slaves (Near LP 339-7 and Gilgamesh), and it's the only ship to effectively stop anything above a hauler. I hope to see a change soon too, piracy was one of the main reasons I bought this game.

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I have basically given up on these forums, and I promised myself to not post anything more - but your post kind of made me want to cry a bit.

If you are going to pirate people - then do so to players willing to be pirated and play along. If harmless traders can beat you at your own game, then more power to them. If spamming interdictions and station camping isn't working for you, then learn to do it better. Many people have.

And as for complaining about harmless traders smacking pirates in the face with a wet fish in Open - with just as many pirates complaining about not having enough harmless traders in Open to seal-club - my mind just boggles.

Enjoy the game for what it is. Look forward to it's evolution and forthcoming improvements, just don't get upset when someone else can dictate how you interact with them.

I read the first two sentences and I already COMPLETELY disagree. If I had the game my way, everyone would have to play in Open Play and being pirated is not a strictly ROLEPLAYING experience. The trader should be struggling and cursing, trying to get away from the pirate, and the pirate should smell blood in the water much like a shark, with dollar signs in his eyes. I don't understand how mindless trucking is fun, but if you think so and want to do so uninterrupted, go into Solo mode. If you're a trader playing in Open Play for whatever reason and you don't wanted to be pirated by a player, well, until the game is updated, you should go play solo mode.

Playing a trader in Open Play and combat logging is simply griefing.
 
Sorry little McTryhard. but since the best way to make money right is in trading no one wants it easier for you to stroke your ego thus ruining everyone elses days. Go enlist if you're so thirsty of PVP
 
yeah dude i dont care if people arent playing YOUR way.it seems to me that the problem you are facing is crappy weaponry versus good equipment. because even if i did waste my time playing the time consuming mini game then coming out of SC to wait for the annoying cooldown process ill still escape with no harm(except to shields) and the only difference between that is i am annoyed and my time got wasted.
so if could just simply cut all that time out and submit and go on to my business i have no problem what so ever.....but it does seem that the devs created this for a reason (wings) since more than one ship could defiantly do damage to be even with this mechanic.
 
And traders who play in open: please don't use it! If you don't want to face pirates, that's fine, just don't trade in the most populated system in the game in Open mode!

Let me think for a moment.. I get interdicted, I submit to escape damage and then I just let you attack me. BAHAHAHAHA. Nice joke there, oh wait you're serious. Nope not going to happen. Find another method and stop blaming players for deciding to run and fight another day.
 
Let me think for a moment.. I get interdicted, I submit to escape damage and then I just let you attack me. BAHAHAHAHA. Nice joke there, oh wait you're serious. Nope not going to happen. Find another method and stop blaming players for deciding to run and fight another day.

He doesn't attack you if you submit and are reasonable. He interdicted me, demanded cargo, I counter offered less cargo, he accepted, I dropped, we moved on.

If you fight I found you will lose. If you run, they will generally interdict you again and open fire until you submit.
 
My word! What a long thread. My apologies if anyone has already suggested this...

Instead of the stick of increasing the FSD downtime for anyone who submits, FD should provide a carrot to get people to do the interdiction chase. A failed interdiction should take a very heavy toll on whoever interdicted. If a trader gets the blue reticule of "RUN!" and he succeeds, he should have the opportunity to turn back and drop out of supercruise to where the failed pirate is. The pirate should now have no shields and a massive percentage reduction in his hull. That'd make the fight interesting for him.
 
My word! What a long thread. My apologies if anyone has already suggested this...

Instead of the stick of increasing the FSD downtime for anyone who submits, FD should provide a carrot to get people to do the interdiction chase. A failed interdiction should take a very heavy toll on whoever interdicted. If a trader gets the blue reticule of "RUN!" and he succeeds, he should have the opportunity to turn back and drop out of supercruise to where the failed pirate is. The pirate should now have no shields and a massive percentage reduction in his hull. That'd make the fight interesting for him.

FYI a failed interdiction already has a stiff penalty: hull damage between 2 to 10% (randomly assigned). Depending on the value of the ship that means repair costs of a few thousand to tens of thousands of credits.

Letting the "victim" come back to club to death a "criminal" who gets his hands tied behind his back first, is medieval. Control your fears, it's only a game!
 
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Apologies for the flame-war-ey title, but I've grown increasingly annoyed over the past few days and I need to vent. I even created a forum account to post.

So I'm a pirate operating in Yembo. It's a tough, poorly paying career fraught with danger and risk (I suppose that's the price for player interaction and good gameplay...).

However, more and more lately, CMDRs (always in type 6s for some reason) have been SUBMITTING to my interdiction, and then IMMEDIATELY supercruising away, bypassing the usual interdiction FSD cooldown and making them virtually impossible to do more than a few points of hull damage to.

Just now, I interdicted the same commander 3 times. The first time, they submitted, and I told them to cut their engines. They didn't respond, merely charged their FSD. I attacked them in response, but failed to get their shields down.

I immediately followed them to supercruise, and had to follow them for 400LS before I could catch up and interdict again. Once more, they submitted, and once more, they immediately boosted away and charged their FSD. This time, I opened fire immediately, managing to do 10-20% damage before they jumped again.

Once more I followed, once more I interdicted, and yup you guessed it once more they submitted. This was only 20Mm from the station so I didn't even bother with the warning, blasting at their shields immediately. I had just managed to get them down again before they vanished.

I even followed them to the damn station, but was too late, they slid through the docking port just as I got in range. I proceeded to camp outside the station with thrusters off and temp at 27% to hide my wanted status for a good 5-10 mins, but they either retreated back to Solo or logged off for the night.

Needless to say, I am extremely annoyed and tired of the fact that "submitting" to interdiction lets you leave almost as soon as you arrive. I know many of you will say "get gud" or "get a faster/masslocking ship" but I don't want to grind to play at pirate whilst losing money. Ever since my first million credits, I have only pirated. It should be a career not an expensive hobby.

But I digress. My Cobra is nearly the fastest ship with weapons possible (455m/s boost speed) and heavily armed. Should it really be impossible for me to pose any threat to a weaponless mid-tier trader? (whose ship, btw, likely costs far less than my 3mil). All while making more money in one trip than I do in an evening!

PLEASE Frontier, do something about this ridiculous exploit. And traders who play in open: please don't use it! If you don't want to face pirates, that's fine, just don't trade in the most populated system in the game in Open mode!


This is really really simple. Just because somebody doesn't want to play with you does not mean it is an exploit or the game is flawed. Now, if NPCs are not able to be pirated because of this then it needs to be fixed. But forcing people to PvP makes everybody go to solo. And, if you can force PvP then it will be easily exploited by griefers. Move on, the current game mechanic is fine.
 
But I digress. My Cobra is nearly the fastest ship with weapons possible (455m/s boost speed) and heavily armed. Should it really be impossible for me to pose any threat to a weaponless mid-tier trader? (whose ship, btw, likely costs far less than my 3mil). All while making more money in one trip than I do in an evening!

My ship cost nearly 20mil with a buy back of 700k. Top boosted speed of 389 (iirc).
 
Hey cobra guy the answer is yes, it should be impossible for you to pose any threat to a weaponless trader because you are in the safest ship in the game! lose the speed and get some masslock ;)....

What i actually think is masslock needs an overhaul so even cobras give a minor number and its a bit more varied for higher ships (looking at you anaconda), however i'm sure this is scheduled for 1.87 like all other extremely important game mechanic updates.
 
Somehow it sounds like an exploit.
Then again they were not forced out at full speed...
they took the risk and went out just to charge up again, instead of trying to flee from your interception...
mhhhhh...
more or bigger guns? shoot his engines? never seen a pirate-player so far, so i dont know...all i know is, that i dont like pirates who force you into pvp
 
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Most of the pirates I have spoken to don't have a problem, maybe they are just better players. If you can't catch a Type 6 or 7 in your Cobra, maybe you should be looking at your own loadout. Shed the Military composite for starters to give yourself a bit more speed, you don't need it against a hauler with only one or two pop guns, it's unlikely they will even scratch your shields in a Cobra.

Get close and personal and the masslock will do it's job while you do yours, keep your distance and there is little or no mass to slow them down, it's as simple as that. It has nothing to do with the existing mechanics of the game and a lot to do with how you use them to your advantage. Stop whining to have it changed to make it easier for you just because you're a crap pilot and someone in a slower and far less agile ship can out-fly you.
 
Chase Me!

FYI a failed interdiction already has a stiff penalty: hull damage between 2 to 10% (randomly assigned). Depending on the value of the ship that means repair costs of a few thousand to tens of thousands of credits.

Letting the "victim" come back to club to death a "criminal" who gets his hands tied behind his back first, is medieval. Control your fears, it's only a game!

I'm certainly not suggesting some sort of vengeance death kill move. I'm sure FD would be able to ensure the failed interdictor had a fighting chance. I tend to play PVE and it's been a long time since I gave interdictions a go. Do you lose your shields as well when your interdiction fails?
 
As a trader i would like this submit/immediate FSD strategy to go away. The way it is now, no trader needs to install defensive measures to basically escape every interdiction unharmed. Would be nice if there was a bit of strategic thinking involved. Maybe i need a better shield and some shield cells if i intend to run? If i don't do that, i will need to cooperate with the pirate... or go to an area that has no pirates. That kind of decision. At the moment, any trader just needs the smallest possible shields for docking bumps and nothing else, risks are really too low.
 
How about...
Add a massive amount of heat to both parties whenever dropping from SC, like just below the damage threshold, if you submit you can still insta-charge your drives but you run the risk of heat damage if you jump too soon. The bandit would also face the risk of overheat if they immediately start firing so the advantage would go to whoever has the best heat management. FSDs that are run too hot also risk malfunction* triggering a longer cool-down timer, percentage chance could be based on module health.
/random idea I haven't thought too hard about.
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*I think ideally all modules should have a hidden "chance of malfunction" health bar which depletes (very) slowly over time and quicker whenever the ship is above 100% heat. This bar cannot be healed (so it should deplete really slowly!) the only way to "fix" it would be to buy a whole new module. This could also work for weapons too!
/again, not the greatest thought went into this, just and idea for you to pick apart
 
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