What a sad game this is when you have to resort to combat logging because of crappy game mechanics

It would be much cooler to have the interdictor device do just what its name implies. Interdict the target's drive from working. The target drops in normal space, the interdictor ship has to approach and drop on its wake. This gives time for the target to prepare, put some distance between himself and the drop point, engage silent running, call friends, call the cops, whatever. Increase the target's cooldown period if that's a concern. It's also an incentive for the interdictor to try and interdict targets as close as possible as opposed to hundreds of light seconds away. This gives rise to a cat and mouse game where chases across a system might actually take place.

What a nightmare... It would tear PvP interaction even further down than it is already. As an occasional pilot that takes on the role of a RP Pirate from time to time; ( May be outdated ) Dropping on a wake is quite annoying already for having no gravity well to slow you down, dropping on a wake and/or interdict someone only to end up in empty space because of instancing is frustrating. It's occasional, but happens often enough to be a frustration.
Giving time for the interdictee to flee before you even get there results in the same experience as interdicting empty space. Frustration.
Giving time for the interdictee to line up their reticles at me ready to launch a salvo or two before I can even deploy my weapons and send out a hail for RP purposes reduce the odds at decent PvP interaction even further.

The way I see it, this would only be incentive for more agression and meaningless zapp zapp.

As mentioned as-well, incentive to harass players out of systems by constantly interdicting them on their way to a station without even being able to defend themselves and turn the dice in a fair fight is a no-go for me.
It would only take 2 to 3 players to completely block off a Community Goal from ever having goods delivered.

No vote from me unless you suggest some amendments taking into account these concerns !
 
i think the never ending interdiction bug is really the worst thing ever. There is no other options but to exit to the main menu.
 
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Let's look at this from the Dev's perspective for a few seconds:

Players are simply submitting to all interdictions, boosting away and escaping with zero risk and our AI do not persue them so it's an insta-get out of jail free for the players. If they were facing real players they'd be chased continuously.
I know what we will do. Lets make it so the AI auto-chases and interdicts people if they just run from fights.
Well how will people escape that?
The same way they'd escape a player: hyperspace to a different system, attack and kill said AI or win the minigame.

Tl: DR - This was put in to make AI more like players. If you do nothing to shake them off they will keep coming. Yes the insta-minigame wins are an issue but combat logging is still cheating no matter how broken you think the game is. There are occasions where it's needed but "it's too hard" or "I don't understand the way the mechanics work" are not good reasons.. Hopefully the advice in the bottom line there will help you in the future.
I do believe this insta-chase and re-interdict mechanic is due for an update to make it less than 100% or more realistic but at the moment it's fairly easy to combat by simply exiting and re-entering the system.
 
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Bloody hell, Pirates interdicting you. That's enough to make anyone log. I know exactly how you feel.

I don't do missions, but when I'm bounty hunting, some of the pirates have the audacity to shoot back at me. What a time waster! I often have to log in case they kill me. The game's totally broken. I would be able to get my bounty money much faster if they just sat there while I killed them like the properly programmed FDLs and Pythons that just spin while I kill them, which is obviously much more fun and safer.

Let's hope FD get it all sorted in the imminent update, if not, I'll have to do something more worthwhile, like exploring.
 
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There obviously needs to be a risk to smuggling missions, especially if you stack them. Otherwise we'd all be moaning there's no risk and it's all easy money. Interdictions are that trade off. However they need looking at again imo as they're not involving enough as a game mechanic. That said I've been unable to think of an interesting take on them, and I've not seen an alternative that struck me as a good idea.

Anyone?

Agreed, I have nothing against risk. But the current state of play sees this risk based on cheating. The game flouts the mechanics which we have to live with.
 
The game would drop the interdictor on the wake automatically, but only if he keeps the wake in his sights. Think of the process we have now, but asynchronous in terms of progress made by interdictor vs. target. When the target loses the tug, the interdictor still has some blue bar progress to fill - this depends on his destination to the wake. Not keeping his sights on the wake means that he can revert his progress and lose, being dropped randomly. If he heads straight for the wake, the progress bar fills up at the point where it is safe to drop, which happens automatically.

In any case, even if such a mechanic would be too complicated to implement, I'd prefer to see the interdictor being magically transported to the position of the target rather than the target being magically transported to the position of the interdictor. It creates the sensation of both ships moving forward and meeting at a point in front of them, as opposed to one arbitrarily starting to move in the opposite direction.

That makes a bit more sense. I totally agree that being pulled "back" toward the person performing the interdiction is odd. I'd hate to lengthen the encounter any more than it has to be though. If the interdictee has to have a longer time for his drive to spin up and the interdictor has to spend that extra time traveling to the wake ... it just means even more time sunk into this minigame. Personally the only reason I submit to an interdiction is because it speeds the process up. I'd really hate anything that makes it more of a waste of time.
 
massive spaceship frame shift drives designed to make us travel faster than light and yet an interdictor can not only counter the effects of the drive, but also work as a different drive in reverse, pulling the ship away from its destination
...
Or is the interdictor somehow hacking the controls of my drive and making it work against my will?


you're not travelling faster than light, space is compressing in front of you and expanding behind you. now an interdictor in turn compresses this expanding space negating the effect of your fsd. your bubble collapses and you're dragged back into the interdictors bubble by the same principle that had pushed you forward.
 
In an attempt to be helpful: You have not said what you were flying or how your ship was fit. Even my freighters and taxi ships have shields, weapons and chafe ect. It makes them slower, and gives them a lower Jump range, but it does mean you can escape these sorts of loops by the pirates suddenly ending their pirating careers in a ball of light and fire.

Admittedly there are still sometimes the high wake is the better part of valour.
 
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Not sure what exaclty forved you to combet log, you werent forced you just wanted a easy way out since the easy way out with just submit and back to SC again didn't work. It isn't supposed to work btw.
 
Wow, those 20 ship losses in the first couple of months play could have been avoided by simply logging off. Jeez, I have been doing things wrong! All that time working out other ways to counter annoyances was wasted...
 
Exactly this happened to me last night, several times. Oh that and the turreted rails on NPC's and frankly ridiculous interdiction angles etc.



I think you are missing the point of the OP, the game cheats ferociously and that is the only way to make it even slightly fair... and it wasn't combat logging.

Observe this NPC's angle at interdiction (I took the screenie immediately he interdicted so I hadn't moved away or changed the interdiction angle at all):

[url]http://i264.photobucket.com/albums/ii194/Gunner_Bill/Cheaterdiction.jpg[/URL]

Really? Seriously?

Looking at your screenshot I can't for the life of me see what is wrong. I've certainly interdicted NPCs at similar angles.
 
Next time:

- Jump to supercruise
- Immediately throttle down and drop to normal space
- Jump to supercruise

That has worked for me with persistent NPCs.
 
Bring guns?

The interdiction mechanics as you describe them are not broken, the npc's are doing exactly what players could be doing, and they can indeed follow you.
You don't want them to? bring guns to your smuggling ship, I mean The Millennium falcon was armed enough to fight off stuff for a reason, it wasn't a fighting ship but it got the job done.

Maybe, just maybe the intention is that if you are running unarmed through the galaxy, people that are armed are going to have it very easy with attacking you?

Especially smuggling are not meant to be risk free, your ship IS at risk especially if it isn't prepared for combat, you can prepare it for combat, and simply do the smuggling missions a tad slower due to lower jump range, if you engage them in combat they will not scan you and your mission won't fail, so fighting back is an option available?

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Next time:

- Jump to supercruise
- Immediately throttle down and drop to normal space
- Jump to supercruise

That has worked for me with persistent NPCs.
This also.

But in general also try different things to see if they work, combat logging is basically saying "this game is too hard" it isn't saying the game is bugged, because last I checked frontier is working on making AI smarter stll, so clearly they want the game to be a challenge..adapt to the challenge.
 
I don't mind the interdictions so much, but what annoys me beyond rage is the magical weapons that pay no attention to firing arcs, maybe I am wrong but I didn't know you could get plasma accelerator turrets that are also pin point accurate. I sat behind a python yesterday and it was firing plasma bolts at me with amazing accuracy.

The devs need to make NPC's follow the same rules as players. If they want to make their NPC's a challenge then improve the AI, cheating is a cheap and dirty way of doing it.
 
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