As an occasional player I am finding the AI too hard for me now. I think in my last spate of two hours each, I have been handed my ASP on a plate... when I haven't even been looking for trouble. Running doesn't seem to be an option either... In both cases the gains of the previous couple of hours were wiped out.
Soon it will feel like... "what's the point!"
Running is
always an option and usually a successful one
if you do it right.
Tonight I flew a few hundred light years back into the bubble after picking up some exploration data for Felicity the Engineer. I had 10 tons of rare and valuable limpets in my hold along with a large data cache I'd picked up and 7 tons of Praseodymium that I mined the other night. I was in my exploration Asp from which I've temporarily dropped the class 4 SRV bay to fit a 32 ton cargo bay. The ship has a 3D shield, 5D thrusters, a single point defence and no weapons so it's hardly a battle chariot.
Got interdicted several times on the way back.
First one was an Elite Imperial Eagle with railguns which thoughtfully interdicted me into a star, ensuring a long FSD cooldown. That one was fun because the damn thing was so manoeverable I took some hits during the six hours or so my FSD took to be ready (felt like it anyway) and finally managed to jump with 8% hull left.
After that I got interdicted by an Elite FAS, an Elite Cobra Mk3 and then another FAS. As I wasn't thrown into a huge ball of burning plasma this time, none of those got a shot on me.
Always fly with a jump route planned. If you're in your destination system, just plot a route to the closest system using the galaxy map 'plot route' icon, then you can select your target in-system as normal and still have the jump out saved. If for some reason you ignore this advice and have to jump out in an emergency, don't be picky about where you go - the first system you can find in the list that isn't the one you're in will be just great. Don't ignore this advice though.
Assuming you've done that, the following process will see you escape. You don't need the reactions of a US Navy pilot, you don't need a super ship (read what I was flying tonight again...). You
do need to keep your head though.
Interdicted > submit to interdiction > 4 pips to systems and 2 to engines > 180 degree pitch turn (half a loop) so you're facing your piratical friend > BOOST > hit 'next route' hotkey (set a hotkey for it if you haven't done already) > hit jump because your FSD will have cooled down from a submitted interdiction by now > boost again whilst it's charging > back home for tea and medals.
Things not to do,
ever:
1. Don't fight the interdiction unless you're absolutely 100% sure you can kill whatever it is or evade it until your FSD cools down if you don't successfully evade the interdiction.
2. Don't fly in a straight line away from the enemy unless you're in something that boosts over 500. Even then, think twice about it.
3.
DON'T try to just re-enter supercruise in-system and continue to your destination. I cannot stress this enough. If you're in a small ship you're probably going to get mass locked and won't survive and even if you do, you will just get interdicted again immediately a lot of the time. The only way to be sure to break the chain is to high-wake out to another system, which is why you always keep a jump out plotted.
Please, try it.