If I remember correctly FDev adjusted the interdiction mini-game because it was to difficult for the majority of players.
Fdev has done nothing but "adjust" the interdiction minigame. And they have failed every time - everytime it becomes either impossible to win, or impossible to lose. I haven't lost an interdiction since the last adjustment, and before that winning was entirely down to what ships were involved. Everybody has the motor control to follow the interdiction vector in the current incarnation and it is overly lenient when you miss it, so everybody can beat NPCs. In the previous version, motor skill didn't have a part to play since your ship's agility in supercruise was the limiting factor.
Iif Frontier adjusts it again in the other direction, once again it will be impossible to beat in some circumstances which have nothing to do with skill, or only significantly involve the skill of a tiny range of the playerbase -anything outside of that range would result in an automatic win or lose. Interdictions are currently entirely deterministic because the leverage Frontier has to adjust it is not well designed as a skill-based mechanic.
Thing is, what you consider easy might be very difficult for others. Only FDev has the numbers how many players win interdictions and if they don't evade the interdiction how many survive the subsequent fight.
Sorry, this is 100% the hill I'm ready to die on. I'm sure Frontier knows how many players win interdictions against NPCs currently, and I do believe that number is close to 100% and that they have just given up on it. Of course I can only speak of my experience, but I would challenge you to show me any player who, past the first couple of interdictions against NPCs, can realistically lose. I'll amend that actually: I do think a Type 9 could lose to an Elite eagle. But I'm fairly sure even that is a toss up.
And then there is the problem of ship balance. Hi-waking is needed as a way to address this huge imbalance and the differences in play style. (And FDev already made hi-waking more difficult since 1.0).
If high-waking is the only way to address ship balance, then we need to fix the bloody balance so that people can actually be offered non-optional challenge suited to their skill level without having to rely on that I-win button to avoid the challenges they can't realistically beat. That's where security levels need to become more relevant.
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