Interdiction spam has been ludicrously over-the-top since 1.4.
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Interdiction spam has been ludicrously over-the-top since 1.4.
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.
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)
I get interdicted only once per hour or so - not any more often even if I wanted to be interdicted. Sad panda.
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.
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.
Murder anything that interdictes you.
Players should not be able to stack missions.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.
If you do Robigo runs you deserve what you get.
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.Now... That took 8 seconds or less. And it was 2 seconds before I even got the notification that I was being scanned.
Players should not be able to stack missions.
Players should not be able to stack missions.
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.
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.