Aye FD need to sit down and have a good think about the whole interdiction mechanic. A proper sit down and not some rushed reactive change like the way the whole mechanic was dreamt up in the first place.
The idea is sound and the mini game to escape is fair though I'm not certain its working properly at times.
Taking damage from a successful interdiction is ridiculous. Speed doesn't seem to matter either from my experience...It picks a number between 1 and 10% and that's what you lose I think. So it's easier to submit and then BONUS you not only don't take damage but the FSD will charge faster!!! I can even avoid the stressful player interaction that's being forced on me by participating in open in the mini game that FD designed specifically for this mechanic.
This is totally not working as intended and FD need to have a good think about the response to fix it.
This...
I think many on here are entirely missing the point.
If you play Open, you are fair game, BUT the game should be fair for both parties, whereas at present it simply doesnt work.
The Interdiction mechanism should work thusly (IMHO):
Submit - Pirate has you and you SHOULD expect to have to pay up or if you want, fight. But you should NOT have the bonus of simply being able to boost away and escape. That is is simply illogical. What you do have is a chance to pay up without damage. After submitting your ship should essentially be mostly disabled, at least the FSD as the Interdiction module hacks your system but without a fight, so its more a disabling than a hard hack/violent reboot. You as a Trader are now prone, but you are ready to pay up. and get this over with quickly.
Fight the Interdiction -
1 - If you
win, you escape, simple. The Pirate in question should be sent hurtling out of SC, minor damage and FSD charge delay. Too bad pirate, try again.
2 - If you
lose, then
you are the one "thrown" out of SC, minor system damage and possibly even shields down, much like an EMP (this could form part of an upgradeable Interdiction module if you prefer) and the Pirate jumps in fully on top of you. You can now decide to submit or fight or try and flee.
3- a stalemate where BOTH ships are thrown out of SC and semi-vulnerable (low shields as an example) and it s a mad scramble to reboot, for the trader to get out and for the Pirate to stop you in time. This option essentially being much like how it is now where it is a further skill based action, prey vs predator.
Note: This should be coupled with higher fines and bounties for causing damage/destruction so that it still promotes the Pirate who wants to force the issue takes a heavier price to their head. The whole point is to promote the acquisition of cargo, not to destroy someone. Murder MUST be given a higher bounty.
The focus should be on the Interdiction though, give it meaning, make people decide what to do, risk submitting and paying up or risk fighting it and getting away scot free.