I can well remember the advice you gave me on the other thread. And partly you were right. Although I know the interdiction mechanics, I never before thought about trying to evade the interdiction in the first place, instead I always tried to jump out asap. So thanks a lot for this advice. But sometimes - when the ganker pops up directly behind me - this will not work either. And regardless if I had a chance to evade or not, the moment the interdiction attempt succeeds, I'm toast. My Asp is not yet engineered up to a point I can boost away out of the attackers weapon range before he kills me, let alone high-wake out or just survive due to tanked shields. I'm dead in seconds.
And engineering my ship upto a point I can survive a gank of a fully engineered FdL will still take some more months. You know, as opposed to those spoiled brats I need to work for a living and can't spend hours every day on a game. Hell, due to my job I'm only home at weekends and even then my time is sparse. Of course this is not the fault of the ganker, but it's also not mine. If I had the choice I'd be home a lot more of my time. Still the game mechanics make me suffer from the consequences alone, consequences for the ganker are next to null.
Things are not always as easy as they seem to you.
I've taken the liberty to emphasize what I think is a crucial 'mistake', if I can be so bold. I often do
fake interdictions against cmdrs, which means I get behind and in range of a cmdr in another ship but don't actually press fire. If I had to guess I'd say that in 95% of the situations there is zero response from the other cmdr, no matter if I were to switch my cobra for my corvette or fdl. They simply do not check their radar often enough, are on the shipping lanes so my signal gets masked or they just take their chance and do nothing. In reality, IMHO, gankers do not suddenly pop-op behind you. Rather, one suddenly notices there has been a ganker for quite a while. Remember that most people fly ships that are vastly more agile in SC than the usual 'uber-cutter-griefer', so thats where the 'victim' gets to win:
1) Stay off shipping lanes, espescially in known griefer hotzones.
2) Always select every cmdr when they appear on the scanner.
3) If the cmdr is in a potential combat ship, turn towards it and scan for FSDi, SCB and such.
4) If its a potential griefer loadout, take no chances and start spooling your drive.
5) When spooling up for a jump to a different system,
never just point at the destination until your FSD is entirely spooled up. Until that point just keep pitching towards the potentially hostile cmdr so he cant start the interdiction. Remember that ships like corvettes and cutters are so cumbersome to fly in SC that they can only interdict an Asp or Cobra when we let them.
If the interdiction is started and succeeds, you indeed will be toast. And trust me, after engineering to the max your asp will still not be able to boost outside of weapon range as you can against AI. Dont invest too much time on making 'griefer-proof-engineered-ships'. You'll be playing their game, and its one they are much better at anyway. And beating them you're way is actually loads of fun. Griefers at engineer bases for example expect you to drop out of glide within the base, or very close, so you are within weapon range before you even realise there are other people. In my cobra I drop out dozens of km earlier, and sneak up onto the base at low-altitude in silent running. I have A-sensors. Most griefers do not. I see them before they see me. Every time you deny them the kill, keep in mind they may have been waiting for over an hour for just this opportunity. You may even consider that you playing it smart is causing the griefer grief.
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It's like: Founders World, Open, Oh player interdiction - Yawn. Just why? WHY?
Maybe because they dont want to club beginners and are hoping that elite and experienced cmdrs provide a more interesting experience?