This has been a serious issue since I've been started playing this title. The AI ships in PVE ALWAYS uses high wake jumps and never, ever tries to go into supercruise. I can understand allowing the AI to flee when their hull goes below a certain percentage. But the issue here is that the AI enemies are NEVER affected by certain things like mass lock/interference (I've used my anaconda and federal corvette and have been mass locked during FSD/boosts/etc. I've been in fast engineered ships that are constantly being outran by over zealous AI abilities to both high wake FSD initiate distant boosts in one try that puts them completely out of range of ship(and wing) weapons.
Another issue that arises with this is if a PVE ship is a mission target, having them jump outside of the system causes them to lose mission target status, which makes the only reason to chase them down pointless. This affects PVE ships that jump outside of systems from Combat Zones, and massacre bounty missions.
Just recently I was hunting down xx/54 targets when I get interdicted by a Fer-de-lance mission target. Being in my Anaconda at the time, I yield and attack said mission target and get it down to 60%. I try to take out it's drives to slow it down, but I can't because attacking the modules (such as FSD,Drivers) of a ship to prevent jumping is pretty useless due to the fact that the majority of the time their modules are ridiculously hard to deal enough damage to disable them. It FSD's high wake. I follow it not because I would get credit for it, but out of annoyed aggravation. I follow it to the next system it jumped to in supercruise... and it starts pulling away so fast in supercruise I literally travel over 10,000ls before it finally slows down close enough for me to interdict it. Now here comes another problem. When I come out of interdiction my ship ALWAYS spins out. When a PVE ship interdicts a player... NO CONSEQUENCES and they always interdict the player hot with hardpoints active. The amount of time the player has to take to get their bearings after successfully interdicting an opponent should be affecting PVE ships as well, because it always creates an unfair advantage of precious seconds for attack and defense.
When I finally interdict the Fer-de-lance in the new system, I attack again, and it returns fire until about 28% hull. I don't get a surge detect warning, I try to take out at least on drive but can only manage to take a drive down to 73% which the PVE ship mostly ignores. Boosts super far and FSD's to ANOTHER system (I'm using Dirty Drive engineering lvl 3). I'm only being driven to destroy my target due to aggravation. I am going to kill this [expletive] . I follow it to the next system.... 5,000ls of chasing it down to be able to interdict it AGAIN and finish it off. The hull ALWAYS goes out before any module targets do....
Suggestions to resolve these annoyances are to decrease the amount of damage certain PVE modules can take (weapons, drives/thrusters, FSD, shield charges, chaff etc...) so it starts affecting the PVE ship systems so if a player/wing wants to dismantle/disable a ship, players can do so. As it stands currently, PVE ships will blow up well before a module is disabled/destroyed.
Also to force the mission target AI to restrict itself to supercruise FSD use only depending on where the mission target is originating.
Another issue that arises with this is if a PVE ship is a mission target, having them jump outside of the system causes them to lose mission target status, which makes the only reason to chase them down pointless. This affects PVE ships that jump outside of systems from Combat Zones, and massacre bounty missions.
Just recently I was hunting down xx/54 targets when I get interdicted by a Fer-de-lance mission target. Being in my Anaconda at the time, I yield and attack said mission target and get it down to 60%. I try to take out it's drives to slow it down, but I can't because attacking the modules (such as FSD,Drivers) of a ship to prevent jumping is pretty useless due to the fact that the majority of the time their modules are ridiculously hard to deal enough damage to disable them. It FSD's high wake. I follow it not because I would get credit for it, but out of annoyed aggravation. I follow it to the next system it jumped to in supercruise... and it starts pulling away so fast in supercruise I literally travel over 10,000ls before it finally slows down close enough for me to interdict it. Now here comes another problem. When I come out of interdiction my ship ALWAYS spins out. When a PVE ship interdicts a player... NO CONSEQUENCES and they always interdict the player hot with hardpoints active. The amount of time the player has to take to get their bearings after successfully interdicting an opponent should be affecting PVE ships as well, because it always creates an unfair advantage of precious seconds for attack and defense.
When I finally interdict the Fer-de-lance in the new system, I attack again, and it returns fire until about 28% hull. I don't get a surge detect warning, I try to take out at least on drive but can only manage to take a drive down to 73% which the PVE ship mostly ignores. Boosts super far and FSD's to ANOTHER system (I'm using Dirty Drive engineering lvl 3). I'm only being driven to destroy my target due to aggravation. I am going to kill this [expletive] . I follow it to the next system.... 5,000ls of chasing it down to be able to interdict it AGAIN and finish it off. The hull ALWAYS goes out before any module targets do....
Suggestions to resolve these annoyances are to decrease the amount of damage certain PVE modules can take (weapons, drives/thrusters, FSD, shield charges, chaff etc...) so it starts affecting the PVE ship systems so if a player/wing wants to dismantle/disable a ship, players can do so. As it stands currently, PVE ships will blow up well before a module is disabled/destroyed.
Also to force the mission target AI to restrict itself to supercruise FSD use only depending on where the mission target is originating.