It is true. Logging out is the mechanic working as intended.Gr8 b8 m8, I r8 8/8![]()
It is true. Logging out is the mechanic working as intended.Gr8 b8 m8, I r8 8/8![]()
I see nobody actually read the OP. The issue is with ships instantly appearing behind you and interdicting you without ever being in super cruise.
It happens the majority of the time. Ships also able to follow you well beyond their jump capabilities. It's a huge issue. This is all due to the poor instancing system.
Folks, cool down, read the actual issue he has with the game before jumping down his neck.
Invisible ship interdicts the pilot!
No loadout, skill level or tactic can overcome this glaring bug.
Come on Fdev lets have a comment and eta on when this is going to be fixed?
It's not a bug. It's just a bit of lazy implementation.
That said, it's not impossible for a ship to pop in to SC from normal space anywhere. The implementation is just a bit to transparent.
It is however very easy to escape any interdiction, if you rig your ship for it. I don't really pay attention to them anymore.
I consider it a bug and never a day goes by when someone pops on the forum to vent on this problem.
People get really ticked off with what they consider to be broken gameplay and they need to fix the entire interdict mini game into something that actually reflects what players can do ingame.
I never ever play the mini game. If I'm going to fight, I submit. If I'm going to run I submit. No exceptions. The mini game is pointless.
I see nobody actually read the OP. The issue is with ships instantly appearing behind you and interdicting you without ever being in super cruise.
I never ever play the mini game. If I'm going to fight, I submit. If I'm going to run I submit. No exceptions. The mini game is pointless.
I'd actually consider that one of the "slightly less unrealistic" problems - you can explain it by the NPC ship could be in normal flight and then jumping to supercruise which will cause it to suddenly appear.
What makes no sense to me is when you're supercruising for a long time with no ships anywhere near you, then drop into a signal source. And suddenly a NPC that was harassing you earlier in the same system instantly jumped thousands of Ls to reach you.
Generally the persistence of the NPCs needs a bit of work. They present minimal danger though, if you submit boost and run - you don't even have to high wake generally.
I'd actually consider that one of the "slightly less unrealistic" problems - you can explain it by the NPC ship could be in normal flight and then jumping to supercruise which will cause it to suddenly appear.
What makes no sense to me is when you're supercruising for a long time with no ships anywhere near you, then drop into a signal source. And suddenly a NPC that was harassing you earlier in the same system instantly jumped thousands of Ls to reach you.
Generally the persistence of the NPCs needs a bit of work. They present minimal danger though, if you submit boost and run - you don't even have to high wake generally.
As usual, droogie understands the OP when several others are just offering the typical Git Gud cookie cutter responses without reading the entire article or at least without processing the contents.
+REP.
Folks, cool down, read the actual issue he has with the game before jumping down his neck.
It is true. Logging out is the mechanic working as intended.
Yea but what we are doing is breeding the next gen of combat loggers with advice like that... logs vs npc.... then logs in combat vs npc..... then logs in combat vs CMDR,
its like the child that steals a candy... oh no that's not a problem.. its just a candy, ffwd a few years, and he is stealing cars![]()
I am ranked elite in this game at combat, so I carry more than limpets every NPC is deadly or elite.
They come with some interesting upgrades from heretofore unrevieled engineers.
1) turreted, increased arc, increased range FSD interdictor - can interdict any direction, any distance.
2) Shortened time interdictor - can interdict you before you have a chance to submit
3) interdiction dropout stabilisers - which mean that they come out with 100% integrity and no spin every time.
4) interdiction impulse attack - my anaconda comes out of lost interdictions spinning at about 100 rpm.
5) hyperspacial scanner on their cargo scanners - can scan ships' cargo holds from adjacent systems.
6) double engineered, short boot sequence AND increased jump range FSD.
7) Jaques Grade (TM) exquisite jumponium - FSD range limit? What limit?
8) 9 pips to play with instead of 6.