Well I never had issues throwing the NPC interdictor back in normal space in a T9. I think most likely the player lost track of the escape vector, seeing the T9 has very poor supercruise maneuverability. That's what I use headlook mode for.
I too have never successfully been interdicted by an npc, not even in the t9, but that doesn't mean that that kind of wheel skill is required to enjoy the game or even should be. Some people really struggle with 2 npcs
The most disappointing thing, for me, is just how downright F-ing DULL this stuff is.
"Oh look, a hollow square" is almost always followed by an interdiction and then an attempt at pew-pew.
It's got to the point where NPCs provide more diverse gameplay than brain-dead CMDRs in Open.
I had just finished the 3v3 battle I mentioned earlier and was heading back to Jameson with 10% hull and my shields up, and suddenly I'm interdicted by a player FDL. It's a well known long range beam reverski numpty, I had no chance, but I was in a much faster ship, so I just commed 'Bye!' and boosted off into the distance, was also a highlight of my night. First time I've been indicted when not expecting a pitch battle, in 3 years, although I do have a bit of a rep these days. Lol
Well nothing wrong with being helpful. But the bolded part pretty much sums it up. It's not the game's fault players don't learn or won't follow good sound advice.
Thanks I'm glad we're in basic agreement, but I don't reasonably expect everyone who plays in open to acquire the requisite skill and experience to survive a pro gank, and those people will be forever complaining on the forum about it. And I maintain they have a point. Being attacked even in a well prepared t9, by a certain boy wizard and his minions, is guaranteed death. Sure it doesn't happen every day, but then people don't complain about it every day either. When they do though, I can see myself supporting them.
I can even tell you what the problem is. Diminishing returns. If it was no longer beneficial to stack 6 shield boosters or 8 HRPs, then there would be spare spots on every ship for running mission gear, and the balance would be brought to a lower level, since the difference between a death ship and a decently prepared mission runner would be much smaller.