The Interdiction discussion thread.

Interditions...

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    Votes: 7 70.0%
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    Votes: 3 30.0%

  • Total voters
    10
  • Poll closed .
Removing the ability to run after an interdiction wouldn't be something I'd look forward to.
I love doing trading runs in my hauler. When a real player stops me, they ask for cargo.
Initially I would always agree thinking they would let me go afterwards, no such luck. Every-single-time they'd get my cargo and destroy me. I ask them to stop they ignore me, or they laugh.
I try to run, they destroy me and laugh.
I try to fight the interdiction, I lose and they destroy me.
Even when I have no cargo.
I'm tried of people who massively outgun me (and in faster ships to boot) always stopping me and destroying my ship. Takes me a long time to get the money back for cargo, and the ship insurance.

So no, remving the ability for me to even try to run (not that it ever works againts a real player) is a horrible idea. I'm certain this happens to other people. I'm certain it's not just me.

If anything, I'd push for even harsher bounties against pirates who interdict a clean player and then destroys them.
Perhaps even get their actions to trigger NPC master ships to spawn and attack the pirate.
 
Interdiction Stories!

Lets hear your stories regarding Interdictions, both being the Interdictee or being the interdictor.

i know there are some good ones out there

I'll start

-Coming to a station around a dark planet in Toolfa, less than 2.00Mm from dropping out of SC
-Interdiction!
-"No problem, just an NPC"
-Sudden notice that the Interdiction has me on a collision course with the planet, oh god
-trying to get out of Interdiction, closing fast on the planet although i have my thrusters in the blue for max maneuverability, 2 more bars to go and I'm out
-closing in fast to the gravity well of the planet
-1 more bar
-"F%$& IT" cut the engines and pull out of the escape vector with all alarms blaring
-gives me message that I submitted due to no throttle (which I didn't know), but at the same moment I Escape the Interdiction because it filled the last bar and am back in SC.
-I'm 250Mm from the planet
-turned off game for the night after docking
 
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I flew to the starter system by Eravate the other week, to celebrate Elite Steam Newbie Week.

I bought a sidewinder, and proceeded to fly around doing lots of very stupid things.


The funniest moment was when I interdicted a player (Adder) in a wing of three. He had a bounty of 165 whole credits, so he was totally askin' for it!

I commed, "ATTACK OF THE SIDEWINDER OF DEATH!"...

...took his shields down...

...and then I was stomped on like a cockroach by the entire wing. :D



Good times.
 
The bad old days when a target submitted you'd be droped out of SC directly behind your target and at full throttle. It would often result in you colliding with the back end of the target.

This ended badly when I pulled a wanted Type 9 over in my Viper without thinking. They should reintroduce this feauture to appease the traders, more tailgate kills for everyone!
 
Ban them from online play.

Oh I do recognise that being a pirate is a legitimate form of gameplay, and also the 'pirate' acting as a killer is still within the norm of the realm of 'pirating'.
Banning them I wouldn't advocate myself. I guess it's a complex issue.
Pirates make money by hunting traders, traders make money from trading goods (and evading pirates).
I would like I guess, additional methods to escape with my hide intact though if I lose an interdiction battle!
The idea/proposal I've heard from others here that the game devs are looking into the escape-after-interdiction is the part I'm not looking forward to. Although I've never successfully escaped, I want to keep trying.
 

Nonya

Banned
Got interdicted when I was in my Vulture once. Killed CMDR in a Cobra. Jumped away. Good times.
Now I'm in my Python and no one has bothered to even try to interdict me yet.
 
Oh I do recognise that being a pirate is a legitimate form of gameplay, and also the 'pirate' acting as a killer is still within the norm of the realm of 'pirating'.
Banning them I wouldn't advocate myself. I guess it's a complex issue.
Pirates make money by hunting traders, traders make money from trading goods (and evading pirates).
I would like I guess, additional methods to escape with my hide intact though if I lose an interdiction battle!
The idea/proposal I've heard from others here that the game devs are looking into the escape-after-interdiction is the part I'm not looking forward to. Although I've never successfully escaped, I want to keep trying.

Maybe Frontier needs to give you better guns. How about sticky bombs? A large ship could release dozens, hundreds of sticky bombs in every direction (except YOUR forward direction of escape). Every bomb explodes within 10 seconds ... the bombs that managed to stick to the aggressor's ship do the most damage. Meanwhile, you're off to the races.

i'd love to see sticky bombs, to be honest. Good for a ton of laughs.
 
Only just got my toes wet last night; played for the first time in SOLO (?!!). Three hours' worth and got interdicted twice. Totally destroyed both times!
I'd put Learner Plates on but that'd be like a bigger bulls-eye for these vultures!!!
 
What is it with being interdicted, and ending up a long way from where you were, sometimes as much as 20 Ls away and in a seemingly random direction?
I always submit immediately so I can either make a quick escape or turn and blow whoever it was to smithereens, but it's annoying to get teleported randomly to some other location when I try to be on my way.
 
Interdiction

This is not an original idea but I would like to see this have its own discussion. I would like to see the current mass locking system scrapped, as it is very inconsistent anyhow, and replaced with a similar system based on the class/rating interdictor in operation.


Basically an inhibiting value would be placed on a vessel when this module is fired off in "regular" space (perhaps like an ECM?), which FD has already mentioned thinking of doing. You would still have balance as small ships wouldn't be able to carry large enough modules to have a significant effect on more massive ships (ship mass at this point would actually have to mean something of course).


This would preferably be applied to high jumps as well, and would be a solution to the minor problem of wings trying to low jump from the same place together. Lastly it would justify the outrageous 21 million credit price for a top notch interdictor.


Thanks for listening and please add thoughtful discussion.

Addendum - Interdictor Classes would need to go from 1-7 or 8 and be priced accordingly
 
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I thought the idea of a frameshift jammer would be better, it would force traders to look at escort hiring to protect there precious cargo of course anyone in a jammers radius can't jump and it would need to drain significant power.
 
It really should just be one and the same. Having an interdictor and a jammer would just be bloat. As far as hiring an escort to protect cargo, its a very nice idea but the reality is that its a waste of time for the guardians as they could be doing far more profitable things. Trade dividends just aren't enough incentive.
 
that's not how it works... low energy jumps are just that... low energy warp bubbles that allow you to go to FTL speeds, and masses around affect their strength and also the time to complete generate and ready to use; bigger the ship bigger the disruption
high energy is not affected because it uses all the avaiable power to create a wormhole to the next system

also... interdictors avobe C4 doesn't exist and they should stay that way and untouched
 
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There is currently no way to hinder a high jump, which is compounded by the absolute uselessness of the wake scanner vs other commanders. Scanning it for 10 seconds (if you didn't blow by it in hot pursuit) then spooling your own drive to arrive at a random point at the star in the next system only to have your quarry be 2 systems away by then is unreasonable.
 
There is currently no way to hinder a high jump, which is compounded by the absolute uselessness of the wake scanner vs other commanders. Scanning it for 10 seconds (if you didn't blow by it in hot pursuit) then spooling your own drive to arrive at a random point at the star in the next system only to have your quarry be 2 systems away by then is unreasonable.

depends on how careful your target is... so far I've been sucessful tracking down fugitives, but if your target is clever enough the trace would be cold even if the FSW-Scan makes the scan and sets high energy jump inmediately
 
Strange interdiction

I have been interdicted 3 times this morning (by an NPC) as I was just about to drop supercruise approaching a station, <2 Mm out. As I am flying my weaponless trading ship I always submit to npc's and just burn away.
Now all three times this morning I have dropped out of supercruise between 1 and 4Mm from the station only to appear in space between 1 and 4 ls away, surely you should drop out of supercruise where you drop out, not 4ls back down the road?

Anyone else had this?
 
I have been interdicted 3 times this morning (by an NPC) as I was just about to drop supercruise approaching a station, <2 Mm out. As I am flying my weaponless trading ship I always submit to npc's and just burn away.
Now all three times this morning I have dropped out of supercruise between 1 and 4Mm from the station only to appear in space between 1 and 4 ls away, surely you should drop out of supercruise where you drop out, not 4ls back down the road?

Anyone else had this?
My experience seems to be that you need to hit stop within a second or two to remain at relatively the same position, the moment any real movement happens with the tunnel it sends you all over the place.
 
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