This post is mostly aimed at Frontier developers with balancing ideas and a new "functionless" item I propose to add to the game to fix interdiction mechanics as a whole without introducing any technologies that aren't lore unfriendly.
So, I got about 11 pages in before I couldn't read any more. First off I want to start my thoughts on this by pointing out the fact that this has degrading into a Trader VS Pirate interdiction thread and you need to think about everyone with these mechanics, not just traders and pirates.
With that said this quote outlines that the current functionality that the OP is voicing his opinions about is actually NOT an intended game feature:
Havent read the 9 pages of posts yet so not sure if this has been posted already: Devs are aware and acknowledge that no cool down recharge on submission is not what they intended, from where I suspect that some aspect of the interdiction game mechanic will be changed at some point, hopefully soon(tm):
https://forums.frontier.co.uk/showthread.php?t=101378&page=15&p=1576069&viewfull=1#post1576069
Now however I personally have mixed feelings about the current submission mechanics, intended or not. At first I thought they were bullcrap as in any of my dedicated trading ships I can flee from interdiction with ease, saving time and money. However, from a
technology point of view I think the current mechanics make logical sense. When you voluntarily disable your supercruise engines to submit to an interdiction you aren't stressing the drives, therefore the safety cooldown not being the full 40 seconds actually makes sense to me, because of that I feel that the current mechanics should stay as is.
HOWEVER, this is grossly unbalanced. When a submission occurs neither party should take damage. As it stands as an interdicting pilot you will always take damage so when someone submits and has the capability to flee as easily as they can now you will find yourself in a position of having to be more aggressive which in turn requires pirates to make higher demands from traders to make a profit, which in a piracy scenario makes traders less willing to cooperate and thus minimizes the possibility of a victim cooperating with a pirate, which if the piracy is successful, will almost always result in the traders ship being destroyed.
In order to balance it with the current mechanics that are in place I propose the following (Yes, I feel the current mechanics should be retained.)
- When a submission occurs, neither the interdictor nor interdictee should take damage to their ship.
- When a submission occurs, neither party should receive an extended FSD Cooldown.
- Add a new Internal Component with no function other than increasing your ships mass. Let's call it a "Mass Block" for the sake of discussion.
So point 1 & 2 are just there for fairness. If I interdict someone in my Python, or Asp or heavy ship and they submit to attempt to flee I would currently take a huge amount of damage. In my Asp Explorer with an A3 FSDI I was taking 7% damage for a single interdiction costing me around 40-50k fully A-fitted. This automatically nullified this and similar ships for piracy in my eyes because in order to pirate in a way that would encourage my targets to cooperate, I'd have to demand so much cargo that it could potentially eliminate all of their profits. Now the down side of this is that smaller ships that have more acceptable costs for interdicting are not capable of mass locking the trade ships with their significantly higher masses. Thus, to retain this mechanic as is, points 1 & 2 must be implemented.
Point 3 is a bit different. This is the addition of an item that will allow players to use the existing mass lock functionality that is already in the game. But instead of pirates having to pick large, expensive to maintain ships for piracy a mass block would enable them to pick a smaller ship and artifically increase it's mass with a mass block inside any, or all of their internal compartments. The more mass, the better you can mass lock.
Well, some of you may wonder how adding Mass Blocks to the game would be balanced, and the answer to that is that the functionality for a mass block and its balancing is already built into the game. You literally would only need to add items that fit into the internal compartments of a ship that increase mass and nothing else.
A mass block would increase ships mass, and nothing else. Balancing would be automatic as your ships mass will negatively affect both your jump range/fuel consumption and your ships speed and maneuverability. This literally means that we could introduce a new feature to the game with absolutely zero feature coding being added.
A mass blocks would give all three common Elite player types tactical choices.
- Bounty hunters can use it to keep their bounty targets in their gun sights longer if they out match their target and they try to flee.
- Pirates can use them to make smaller more affordable ships capable of mass locking equal sized or larger trade ships.
- Traders/Anyone can use them to increase their mass to make it harder to mass lock them and thus increasing the chance of escape.
Keep in mind for those of you who aren't 100% on how the already existing mass lock feature works:
- A ship to ship mass lock occurs when a ship with more total tonnage than yours is in close proximity.
- A mass lock does NOT completely prevent you from escaping. It only increases the time in which your FSD takes to charge.
- The bigger the difference between the two ships, the longer it takes for the ship with the lower mass to charge their supercruise engines while in close proximity.
So with those points outlined, I say make prevent submissions from causing either party damage. Ensure submissions do not have an extended FSD delay for either user. Then add Mass Blocks to allow for tactical use of the Mass Locking feature beyond just picking a ship with the appropriate mass to mass lock the targets you want to go after.
I feel that these changes would be the most beneficial to all three parties and create and incentive to actually play the interdiction mini game because if a player has mass blocks AND skill, escaping the interdiction entirely may be your only hope.
Edit: Possible description/lore/ingame explanation of a mass block:
A mass block is a compressed block of highly dense materials compressed with high end machinery created with the purpose of artificially increasing the mass of a ship for the purpose of prolonging ship to ship engagements by inhibiting the charge time of Frame Shift Drives.