Getting EXTREMELY frustrated with a certain interdiction exploit

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.

This - it's the poor players in any PvP element game who bang on about stuff. If you can't pirate a T6 or 7 in a Cobra it's one of those 'You' things.

Get better.
 
I think they (want to be pirates) call it an EXPLOIT because they don't get to beat some one up as easy as they would like. :)
How is this an exploit when it was designed that way? :rolleyes:

Call it a bad choice from FD if you will (from your point of view at least), but it certainly isn't an exploit.
 
This has nothing to do with exploiting, it's about that age old question of what makes a good pirate ship.

Or more specifically, that you need the right tool for the right job.

To pirate a Type 6, you need to be flying something big enough to mass lock it and fast enough to stay in range of it. Then it can't just speed away and jump in 10 seconds.

An Asp or a Python would do it. Before you then argue that the costs are too high and don't warrant using that ship, then don't target Type 6's. Seems pretty simple enough.

Next we'll see complaints that a Sidewinder doesn't have enough firepower to drop a Type 9's shields before it jumps away, so using Type 6 shield generators is clearly also an exploit.
 
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!

Wait - what? Who is the victim here? The poor interdictor in the combat ship who attacked the non-combat vessel? Lol okay...

There's needs to be a risk for the attacker. Until there's balance you won't see any improvement in gameplay. Hope you pirates like to trade! :)
 
Quite possibly, but I'm not the one wanting the game lowered to my skill level.

No, he is asking so you don't have to own a python to stand a chance of interdicting someone successfully. He was wrong to label it an exploit (it is a game mechanic), but he may be right in the fact it is skewed in the favour of Traders unless the pirate is in a Python.

If the only way to be a successful pirate is in a python then the mechanism is faulty.
 
Um... I'm not sure you quite understand the definition of piracy. I don't want it to become glorified begging.

In any case, surely playing in Open at all is an indication that you like the idea of player interaction? Especially in a location like Yembo.

I've no truck with the idea of wanting to run, just exploiting a game mechanic to do the literal opposite of its intention.

What? It's not exploiting... it is exactly how it is designed to work. If you totally submit, you fall out of supercruise with no damage, and your FSD charge cooldown is back to being low. It is your job as the pirate to secure enough ship to keep them from getting away. I was pirated by a combat Asp in my T6 the other night, and he had me totally mass locked, and I couldnt' get away. After his second warning, he took my sheilds to 0 in what seemed like 2 seconds, and stopped at 90% hull and warned me again. I had no choice but to throttle to zero. He pulled up in front of my cockpit, scanned me, and requested 25 of my 100 tons of silver, and I could fly free. It stung to drop 100k worth of cargo, but it was either that, or lose all 100 plus my ship. It was REALLY fun, even though I was on the losing end.

If he can do, so can you. You just aren't doing it right.
 
What? It's not exploiting... it is exactly how it is designed to work. If you totally submit, you fall out of supercruise with no damage, and your FSD charge cooldown is back to being low. It is your job as the pirate to secure enough ship to keep them from getting away. I was pirated by a combat Asp in my T6 the other night, and he had me totally mass locked, and I couldnt' get away. After his second warning, he took my sheilds to 0 in what seemed like 2 seconds, and stopped at 90% hull and warned me again. I had no choice but to throttle to zero. He pulled up in front of my cockpit, scanned me, and requested 25 of my 100 tons of silver, and I could fly free. It stung to drop 100k worth of cargo, but it was either that, or lose all 100 plus my ship. It was REALLY fun, even though I was on the losing end.

If he can do, so can you. You just aren't doing it right.

I'm sorry but you're wrong. If you read the thread you would see the no cooldown is a bug and you should only have no cooldown if you're interdicted by the authorities.

The quote from the dev explaining this has been posted like 10 times in the thread already.
 
I'm sorry but you're wrong. If you read the thread you would see the no cooldown is a bug and you should only have no cooldown if you're interdicted by the authorities.

The quote from the dev explaining this has been posted like 10 times in the thread already.

I presume you're referring to this;

Hello Commander tagos!

Sure, what we're aiming for is risky, but the concept of submitting just to escape straight away is simply not what we intended. I personally think that a part of the puzzle that's still missing to some degree is the super cruise game play aspect, which, after all, is the determining factor of whether interdiction can occur in the first place.

It doesn't say it's a bug, or an exploit, just that it wasn't what they intended. I am sure that they also didn't intend for pirates to be able to press one button, pull a Type 9 out of supercruise with ease regardless of what they're flying, and for the Type 9 pilot to basically have no choice but to drop cargo.

How is that any more fair that type 6's being able to boost away?

This ultimately comes down to the complete lack of balance between ship sizes, which results in pretty ridiculous things like a single Sidewinder being able to interdict a Type 9 - that simply should not be possible.

This is where it gets crazy. The game already introduces the potential of balance with the 3 different landing pad sizes, which affectively classifies ships in one of three weights. With that, you have a pretty obvious chance for easy balance.

No ship should be affective at any game mechanic versus a ship that is double it's weight class (negatively or positively).

So in other words, anything that lands on a small pad should not be able to (singularly) interdict anything that lands on a large pad. Likewise, it should (singularly) not have enough firepower to destroy anything that lands on a large pad.
In reverse, anything that lands on a large pad should be too slow to interdict anything that lands on a small pad, too slow to target small pad ships with fixed weapons, and turrets should have a negative modifier when targeting them as well.

To bridge that gap, medium weight ships can take on either.

Things change when you introduce wings. A wing of 4 small weight ships should have collectively enough mass to pull out a single heavy weight ship. Likewise, a wing of heavy weight ships should have collectively enough mass to to limit a light weight's speed enough to interdict it.

When that level of balance is achieved, everything else suddenly starts falling into place, and people start filling actual roles.

Anaconda's would be used primarily to take on other Anaconda's. Pythons used to be a menace to Type 9's. Vipers used to be a menace to Python's. Eagles used to be a menace to Vipers.
 
Wait - what? Who is the victim here? The poor interdictor in the combat ship who attacked the non-combat vessel? Lol okay...

There's needs to be a risk for the attacker. Until there's balance you won't see any improvement in gameplay. Hope you pirates like to trade! :)

I repeat: interdiction _does_ carry risk for the pirate in the form of repair costs and possibly even ship loss if the trader came armed and well prepared.

'Balance' is the most overused buzzword in these forums. Mostly people use it to indicate they want an easy way out of a situation that otherwise forces them to take risk. It has become a synomym for risk aversion. The word 'balance' in the context of Elite Dangerous smells of fear.

PS1: Did you notice the quotes I placed around 'victim' and 'criminal' in my OP?
PS2: I never declared to be a pirate.
 
Last edited:
I'm sorry but you're wrong. If you read the thread you would see the no cooldown is a bug and you should only have no cooldown if you're interdicted by the authorities.

The quote from the dev explaining this has been posted like 10 times in the thread already.

I would have no problem this being changed IF the authorities can actually be programmed to do their job. As it stands, hi sec or low sec space is irrelavent, indeed hisec space is often MORE dangerous than lowsec which is clearly a balance issue imo.

until this is sorted out, which would then mean pirates would be more likely to ply their trade in lowsec / anarchy systems where the authorities take longer to arrive / there are not any then imo it would be a mistake to change it how it is.

as long as hisec space offers no protection to the type 6 trader then the only alternative is they have to spread their cheeks and accept what ever you are giving them, which you may be happy with but it makes no sense.... who in reality would be a space trucker if there was no way to avoid pirates, even if they deliberately planned passage through "safe" systems. Even with this cool down period it is a temporary issue anyway.
once wings are introduced in a few weeks it will be moot, as am sure even with it as it stands, I reckon TWO pirates would have no problem disabling a type 6 trying to flee.

imo hisec systems should be safe, but anarchy ones dangerous - but with much bigger profit margins......... but until this happens I really hope they do not meddle with the FSD cooldown.
 
I would have no problem this being changed IF the authorities can actually be programmed to do their job. As it stands, hi sec or low sec space is irrelavent, indeed hisec space is often MORE dangerous than lowsec which is clearly a balance issue imo.

until this is sorted out, which would then mean pirates would be more likely to ply their trade in lowsec / anarchy systems where the authorities take longer to arrive / there are not any then imo it would be a mistake to change it how it is.

as long as hisec space offers no protection to the type 6 trader then the only alternative is they have to spread their cheeks and accept what ever you are giving them, which you may be happy with but it makes no sense.... who in reality would be a space trucker if there was no way to avoid pirates, even if they deliberately planned passage through "safe" systems. Even with this cool down period it is a temporary issue anyway.
once wings are introduced in a few weeks it will be moot, as am sure even with it as it stands, I reckon TWO pirates would have no problem disabling a type 6 trying to flee.

imo hisec systems should be safe, but anarchy ones dangerous - but with much bigger profit margins......... but until this happens I really hope they do not meddle with the FSD cooldown.

Well that saved me the trouble of writing that.

One further point, when it comes to hunter vs prey scenarios, which is effectively what the Pirate vs Trader actions are, the success rate is generally quite low. For example, you might think that cheetahs or lions are the ultimate prairie hunters, they actually have a quite low success rate when it comes to hunting and the higher success rates go to those such as a pack of dogs and even they don't have a phenomenal rate of success as they individually stand a high chance of injury therefore they have to be wary.

So some mechanism where a trader can turn tail and escape most of the time is fine with me, although things should be balanced a bit for the size of the ships.
 
Wait - what? Who is the victim here? The poor interdictor in the combat ship who attacked the non-combat vessel? Lol okay...

:)

That's the most common song and dance by pirates and griefers alike. CMDR X was blown up because he (insert disparaging reason).

Let's look at how another game handles trader interdiction.

In EvE, there are two specialized trading vessels, the deep space transport and the blockade runner.

The deep space transport is heavily armored and has a 2+ bonus to ship warp core strength. This bonus would be similar to the fast FSD cool down, which we have now, in that it allows for a timely escape.

The blockade runner has the ability to cloak. In the hands of an experienced pilot, the cloaking blockade runner is almost impossible to intercept. It can be intercepted if the pilot makes a mistake or if the one doing the interception has a very specialized fit consisting of sensor and lock-on boosters, but is still difficult.

ED does not have a cloaking module, yet.

Should the wannabe pirate be able to intercept, and blow up if so inclined, any and all ships at will? I don't think so.
 
All of this is pointless.

Traders, just go solo.

I have no idea why anyone in their right mind would trade in open, it's just pointless.

Now if you got extra Cr's for open trading then maybe it would seem somewhat worth it.

But currently, trading in open is basically cutting your nose off to spite your face.
 
All of this is pointless.

Traders, just go solo.

I have no idea why anyone in their right mind would trade in open, it's just pointless.

Now if you got extra Cr's for open trading then maybe it would seem somewhat worth it.

But currently, trading in open is basically cutting your nose off to spite your face.

Not everyone can run. I have a couple of time successfully but have been handed my on a plate as well.

Personally I would like to see open and groups removed and everyone be in open, but that is never going to happen. (Also I would like to see everyone in ironman and starting each 'life' cost a physical amount - make people more cautious.)
 
All of this is pointless.

Traders, just go solo.

I have no idea why anyone in their right mind would trade in open, it's just pointless.

Now if you got extra Cr's for open trading then maybe it would seem somewhat worth it.

But currently, trading in open is basically cutting your nose off to spite your face.

Maybe because some traders like a bit of excitement? Otherwise trading becomes as "exciting" as entering 10,000 + 10,000 in a pocket calculator and pressing '=' repeatedly... and by the end of the evening the total is 150,000,000 so they "made" 50,000,000 cr/hr. Yippee!
 
... and by the end of the evening the total is 150,000,000 so they "made" 50,000,000 cr/hr. Yippee!

Money talks and ***** walks. Money also buys you that VERY BIG STICK which allows you to go around when not trading and club everyone else with absolute impunity, giggling as you club. Hell, it allows you to buy two of every big stick there is so you can go alternative on the floggings you hand out, not forgetting to giggle....

Oh yes there's a helluva lot to be said for trading :D
 
Real life is not a video game, a player who attacks you in a video game will most likely not attack someone in life lol.

That's because most Ganksters are sissies in RL and scared of their own shadow. (Insert Winking smiley face here)
 
Back
Top Bottom