10 seconds to scan? Hardly

If by "upping their game" you mean "outright cheating due to horrendous design implementation" then yeah definitely.

NPCs should not be able to complete scans faster than players.
NPCs should not just spawn directly behind or in front of a player out of nowhere.
NPCs should not be able to follow a player with a longer jump range across multiple systems.
Etc etc you get the idea.

If the only way for an NPC to compete with a player or provide adequate challenge is to give them abilities players don't have access to, then the NPCs are flawed and need to be redesigned from the ground up. I'm sure frontier know this already and they're either going to fix it or they've coded themselves into a corner and will have to take more shortcuts to cover up the problem instead of fixing it properly.

I Had a Stanley (mission target) from some long ago failed mission i guess. He followed me about 5-7000LY from the bubble (to the bubble nebula, hehe) and back. In a Fer de lance... I used an ASP explorer. Never seen him before that and not after that. Really weird [wacko]
 
Interesting. I didn't know that FD capped it at one NPC per mission. Is that one "follow me" and one Fed per mission, or just one NPC flat?

I'm just trying to get a clear idea of how it's all set up. Before this I thought there were a couple per mission.

(I am aware of the PP element. Oddly enough, most interdictions I get aren't PP/Faction driven, at least not based in the messages the NPCs send me)

It's been my experience that there'll be no more than 1 NPC unit (individual or wing) per mission that wants to interact with me (per instance). That includes the alternate mission ones and the pirates. The system authority NPCs seem to have their own RNG, so they can be added to the mix, but I haven't had more than 7 NPCs try to interact with me in any instance. I've also noticed that if I do two or more Robigo runs without doing something in between, I attract more NPCs than if I do something else for a day in between runs. Even with 15 or so stacked missions, I might only see alternate mission NPCs on more than half of the systems. (Nobody trying to interdict me.)

Towards the end, when most missions are complete, I have a less than a 50% chance of an interactive NPC showing up.
 
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:( I get interdicted only once per hour or so - not any more often even if I wanted to be interdicted. Sad panda.

Join PP, stack 8+ shadow missions - bask in the glory of lol npc interdiction ridicoulousness at every star on your delivery route due to lazy code design.
 
I first of all don't consider myself a "pro" but I've been running Robigo missions for about a month or two 3-4hours a night. I found that speed is your biggest friend. I take about 7-8 missions at a time, try to get the 3-4 million credit for 3-12 slaves, of course this depends on your trade rank, mine is Entrepreneur. I'm running an asp explorer with class 5a fuel scoop, 64 ton cargo bay and 2 extra fuel tanks, class 2a shield, 2 class a shield boosters and 2 heat sinks. Plot to closest port first, top of fuel as you go in systems where there is little chance of interdiction. If interacted I will sometimes try to fight it, but usually have a 60-70% failure rate. Next option is to try to evade by first engaging frame shift drive right after cool down and dropping into system. While drive is charging perform loops to evade aggressor keeping next targeted system in view. Usually at the end of the first or second loop the frame shift drive engages and I'm off to the next system. Next option if interdicted keep aggressor on your. 6:00 , target him and boost with 4 pips to engines, after 1.5 km your out of scan range, engage FS drive while boosting and then to next system. If interdictor is in target system I have 2 options. 1) high wake to closest system and then return. Or 2) win interdiction a not be bothered by "him" again. You must win though or you'll keep getting harassed by him. Of course there are some finer points but this is the meat and potatoes to my success. It is a learning process and that's what makes the fun and personal skill growth worth these missions. 😀
 
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That one NPC can get pretty annoying if he's chain interdicting all the way to the station.
Took me roughly 10-15 minutes to reach a 600Ls outpost. The NPC chased me all the way to it, ended up being scanned anyway.
Was a random smuggling mission (Rosmerta or someplace close to it).

The thing is, even with submitting to the interdiction, as soon as you hit supercruise the NPC instantly spawns behind you, interdicting again.

Did you try avoiding the interdiction? Radical idea I know.
 
It's been my experience that there'll be no more than 1 NPC unit (individual or wing) per mission that wants to interact with me (per instance). That includes the alternate mission ones and the pirates. The system authority NPCs seem to have their own RNG, so they can be added to the mix, but I haven't had more than 7 NPCs try to interact with me in any instance. I've also noticed that if I do two or more Robigo runs without doing something in between, I attract more NPCs than if I do something else for a day in between runs. Even with 15 or so stacked missions, I might only see alternate mission NPCs on more than half of the systems. (Nobody trying to interdict me.)

Towards the end, when most missions are complete, I have a less than a 50% chance of an interactive NPC showing up.

Interesting, thanks for the insight. And I've always counted System Authority Vessels as Robigo-related NPCs, so Im pretty sure that's why I thought that there were more NPCs per mission. Also, I give you huge credit for stacking 15 missions. I never go beyond 10 because of how crazy the interdictions can get. Now you've not me curious to try it out.

I have also noticed the same thing you have concerning back-to-back runs and the NPC spawn rate. Each run I do without something else in-between seems to put more NPCs on my tail.
 
Murder anything that interdictes you.

If 2.1 is all that and a bag of chips...i will open a 2nd acct and do just that! each and every one..CR shedmits...they all shall be transfered to another screen
 
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These threads always swing back and forth regarding what to do against the mechanics. The reality is that the system for npc interdiction and spawning needs to be changed to make more sense. NPC's should not be able to do things that players cannot do.
 
If by "upping their game" you mean "outright cheating due to horrendous design implementation" then yeah definitely.

NPCs should not be able to complete scans faster than players.
NPCs should not just spawn directly behind or in front of a player out of nowhere.
NPCs should not be able to follow a player with a longer jump range across multiple systems.
Players should not be able to stack missions.
 
drop to normal space after every jump and than jump to next system. kill everything that want to scan you. You will not( most likely ) visit this system again and bounty is nothing because police is harmless.
 
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Now... That took 8 seconds or less. And it was 2 seconds before I even got the notification that I was being scanned.
Had a similar experience while docking with illegal cargo. Two or three seconds after deploying chaffs I received the scan-notification. This occurred several times (since I am smuggeling at the moment) and should be impossible, because releasing chaff in advance should block a scan. It leaves two conclusions: 1. Chaff isn't working at all against NPC scans. 2. The "Scan detected" notification appears with a significant delay after the scan already startet.
 
Players should not be able to stack missions.

Yes they should. Do you think delivery drivers just pick up one package, drop it off at the customer's house and then go back to the depot for the next one? If we weren't supposed to stack missions then we wouldn't be able to. Seriously, what made you even think that?
 
Players should not be able to stack missions.

Stacking missions is fine. The problem is the RNG spamming NPC interdictions which makes them both trivial and annoying. Interdiction should be a rare and dangerous event that requires more effort than "shoot cop in face and run away."
 
Had a similar experience while docking with illegal cargo. Two or three seconds after deploying chaffs I received the scan-notification. This occurred several times (since I am smuggeling at the moment) and should be impossible, because releasing chaff in advance should block a scan. It leaves two conclusions: 1. Chaff isn't working at all against NPC scans. 2. The "Scan detected" notification appears with a significant delay after the scan already startet.

Chaff doesn't affect NPC scans. Heat sinks will stop an NPC from locking on to you initially, but has won't stop a scan once the NPC targets you. I generally boost repeatedly and pop a heat sink around 8km out to keep them from targeting and scanning me. If one follows you to the port, you can outrun it, but chaff, heat sinks and silent running won't stop it.
 
dont stack so many missions? :S

Is this confirmed? Because in the past I've definitely had only one mission and had more than one NPC chasing me.

No, not true.

Until several months ago, each mission generated it's own pirates and cops. If you stack three, you'll have all three gangs. (and I was carrying 15-20[big grin]).

Then, a patch or two ago, it was changed. Now you're tagged for carrying illicit cargo. And that's it. Totally irrelevant whether you have 1 or 100 missions. You'll have a randomized set of interdiction simply for a ship with contrabands.
 
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