Crazy Idea! Remove FSD Interdictors!

Like I said, Open Powerplay. Have a read of my vision here which you describe quite concisely: https://forums.frontier.co.uk/threads/please-make-powerplay-in-open-only.512067/ In many posts (especially at around P 25 onwards) it goes into the nitty gritty.
Had a quick look...

My Response
"
For me, I want open PvP but NOT stuck in Powerplay, everything but Powerplay...

Today I want to Pirate, in the afternoon maybe a bit of Police then tomorrow Get my Cargo tank out!

But not stuck with one power who demands I work for them for a zillion grind hours for a a wobbly missile pack.

You know... bit like a 'Freelancer'


"
 
Was never a fan of the interdictor. The danger in FTL travel should be celestial objects, not another ship locking onto you and dropping you out in an expanse the size of the solar system. Even finding another ship around an agreed upon planet is literally a shot in the dark, but in this game you can see the ship several hundred Ls away (odd consider the term Ls means the same light that's making it to you). Dropping that close to a station from that speed is the part that needs to be changed. You should be able to pirate around stations, 10km out or so but I've had NPCs drop right at the station entrance. You'd think eventually someone would actually slam into the station.
 
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Had a quick look...

My Response
"
For me, I want open PvP but NOT stuck in Powerplay, everything but Powerplay...

Today I want to Pirate, in the afternoon maybe a bit of Police then tomorrow Get my Cargo tank out!

But not stuck with one power who demands I work for them for a zillion grind hours for a a wobbly missile pack.

You know... bit like a 'Freelancer'


"

There is room for both, but Open Powerplay would provide a valid context for Open Only PvP since you indicate your pledge (opting in). Plus in the end you can pledge and still do all that.
 

Let's just ignore the fact it's probably a well armed insta-gib station...

If you come up with a system that is not boring and/or annoying in all other situations, then it might be a good idea. Nice scenery is not exactly the main issue in this game.

My suggestion would be the opposite, in that you make interdictions harder (NPCs back to old levels especially) and that grade and size of ships / interdictors comes into play. The change is that you can carry a device (like a SCB) that can disrupt an interidction tether with an EM style pulse (or weaken it) by firing it during the struggle.

The idea sounds great for the first few moments, then:
  • an other essential module that is only there for combat
  • NPC interdictions got turned down, because they where too hard for the majority of players (see "making the game more beginner friendly" aspect of the "wait till 2020 for meaningful content update" initiative of FDev)


I would suggest dropping ships 20km from the station, instead of 8km.

Wasn't the distance ships drop to normal space near stations reduced to 8 km because it resulted in endless, tedious flights to the station - straight line flight that in most cases would be just boring nothingness.
And a fight 15 km from the station is probably as interesting as a fight 200 ls away from the station.

…Drive experimental: low SC signature- mod that makes interdiction harder in practice by making your blue zone fill much easier than the red side. Con to it would be lower realspace speed and heat (or something like that).

Some silent running concept in SC would be interesting - if it doesn't require extra modules - extra cold running ships could have an advantage, special effect for FSD could reduce the signature and/or the strength of the tether…


But in the end the current system is probably the best one for the majority of players.
 
I had a similar idea a long time ago. Don't like the interdiction mechanism and would prefer encounters to happen in normal space where Elite's flight mechanics shine

ZIGGY!

The Flying Dutchman lives!
 
With currently engineered thrusters, I do not bother with silent running when smuggling wanted passengers. Why bother when you can just boost boost boost to the slot before being scanned. Dropping at 8 km and boosting hard (even misaligned to the slot), a good pilot can get in before the scan completes. This only reinforces how lame the scenario of interception at stations and settlements has become. FDEV has closed that option, especially as it relates to Powerplay (to say nothing of solo and private-group ops).

If being mass-locked by large ships out to ~5 km, should not stations and planets (significantly more massive objects) mass-lock (and force drop) further out. Stations should mass-lock out to 50-100 km. Planets should mass-lock out to 500-1000 km. This would open scenarios where ships actually have to sneak past security (or the blockade).

My 'techno-babble' explanation of FSD operation is that the drive creates a quantum tunnel that has to target a massive object (stars) in order to properly form the exit of the tunnel. In supercruise, the mass of nearby objects affects the ability of the FSD to remain stable and the Interdictor affects the stability of the supercruise FSD field.
 
With currently engineered thrusters, I do not bother with silent running when smuggling wanted passengers. Why bother when you can just boost boost boost to the slot before being scanned. Dropping at 8 km and boosting hard (even misaligned to the slot), a good pilot can get in before the scan completes. This only reinforces how lame the scenario of interception at stations and settlements has become. FDEV has closed that option, especially as it relates to Powerplay (to say nothing of solo and private-group ops).

If being mass-locked by large ships out to ~5 km, should not stations and planets (significantly more massive objects) mass-lock (and force drop) further out. Stations should mass-lock out to 50-100 km. Planets should mass-lock out to 500-1000 km. This would open scenarios where ships actually have to sneak past security (or the blockade).

My 'techno-babble' explanation of FSD operation is that the drive creates a quantum tunnel that has to target a massive object (stars) in order to properly form the exit of the tunnel. In supercruise, the mass of nearby objects affects the ability of the FSD to remain stable and the Interdictor affects the stability of the supercruise FSD field.
Getting a bit off topic, but there's better ways than introducing long travel grinds.

Let's take a simple change like this. Commensurate to the security status of a station, there's a chance that, on request for docking, you'll get scanned before being given docking permission. If you start silent running, the scan is cancelled and access denied, but that's your opportunity to escape.

For a station in lockdown, this is guaranteed to happen.

Now, lets introduce something which already exists... recon limpets. If you want to dock and avoid scan, you can lob a recon limpet at the station to hack docking controls, and the same mechanics like hacking megaships. Unlike regular docking, you only have 1 minute to dock before station services realise what's going on and turn hostile.

When you dock, you're under Anonymity protocols, so all you can do is hand in missions, bounties and bonds, and trade on the black market. Most of these are reasons you need to avoid security anyways.

Again... kinda off topic... but would be better than current system of nothing.
 
I find being interdicted by an NPC quite frustrating as it always seems to happen just as I am about to drop from SC to my destination.

Just fly full speed toward station and activate Super Criuse assist at 0.03 seconds (bind button to 75% throttle). Irritating, worthless pirate problem solved.
 
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Or we can just go back to the original game design and get rid of the mini-game, so that interdictions always succeed. Maybe pair that with a more dynamic and volatile supercruise flight model and you could have some interesting chases and evasions in supercruise before the drop into normal space happens. Plus it would make NPCs relevant again.
 
Interdictor is probably not going to be removed.

But how about this... Got part of the idea from the supercruise assist so it doesnt have to rely on heat.

So a NEW module that would be capable to "cloak" you in supercruise so you are not always visible to everybody. Of course you cannot be perma-invisible so:

  • Flying at full speed or above 75% in SC you are visible 100%
  • Flying in the blue zone (or 50-75% speed) you are visible in a certain distance (maybe 100ls - 200ls or something, need a good number...)
  • Flying also in the blue zone but below or up to 50% you are 90% invisible unless someone is really close to you in SC. REALLY close.
Pros:
  • you could hide from people in Open while hauling 69 tonnes of Void Opals
  • more players in open hauling those 69 tonnes of Void Opals
  • Interesting immersion gameplay. watching radar: O_O
  • and more
Cons:
  • Takes a internal slot (maybe on principle - bigger the ship, bigger slot needed but not larger than 3)
  • Takes a lot of power (or something else, need cons)
  • Biggest con would be that you would need to fly slower if you want to avoid the gank or the pirate and that means less precious CR\h and general inconvenience of not be able to go 100% speed.
This is just a concept but I think it would be fun :)
 
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I find being interdicted by an NPC quite frustrating as it always seems to happen just as I am about to drop from SC to my destination.

That is because you are slowing down before the assailant does, decreasing the distance between you and bringing you within range at last. To prevent it, go much faster and sling yourself at a 90 degree angle towards the planet. Fly as close to it as possible so it'll function as a brake. Now the pirate has to make the same manouver which means he is much less likely to ever be both within range and behind you.
 
Or we can just go back to the original game design and get rid of the mini-game, so that interdictions always succeed. Maybe pair that with a more dynamic and volatile supercruise flight model and you could have some interesting chases and evasions in supercruise before the drop into normal space happens. Plus it would make NPCs relevant again.
Drastic, but not without merit...
 
My suggestion would be the opposite, in that you make interdictions harder (NPCs back to old levels especially) and that grade and size of ships / interdictors comes into play. The change is that you can carry a device (like a SCB) that can disrupt an interidction tether with an EM style pulse (or weaken it) by firing it during the struggle.

I'd like to have an interdiction disruptor, but only if it takes skill to use it. Just pressing a button and... your done... would be a missed opportunity.
 
I'd like to have an interdiction disruptor, but only if it takes skill to use it. Just pressing a button and... your done... would be a missed opportunity.

Indeed. It currently is already next to impossible to lose an interdiction to an NPC, and the old way I don't even know how one would go about losing it if one wanted to. I just unlocked the mining engineer by building an unengineered T7 in Colonia with locally available modules. There was never at any point any risk of anything whatsoever because you know that no NPC will ever succesfully interdict you.

I cant remember the last time I died in this game, and that is absurd.
 
I'd like to have an interdiction disruptor, but only if it takes skill to use it. Just pressing a button and... your done... would be a missed opportunity.

What I'd love to see in the interdiction 'game':

Relative ship sizes (big ship attackers with small prey being very hard to fight)

Interdictor class and grade (higher being more potent)

Evasion involves keeping in the safe zone (like now)

Interdiction requiring more than follow the dot- maybe they have to try and yank the target away from the centre reticule (the opposite of what we have now). Having a better interdictor and /or attack angle stacks the odds in your favour.

The SC interdiction 'spike' is a get out clause. You could make it so it needs to charge (like an SCB), or it generates a ton of heat on use. Engineering might be the usual weight, ammo stock, power usage, heat reduction etc.

Have interdiction 'mines' or pulse waves that can be dropped that the pursuer has to dodge, distracting them.

Attacker can generate a pulse in return that blocks these defensive measures. It becomes a game of guessing when they'll be used since both need charging.

Ships might have thruster specials:

SC stealth, where the attacker has to work harder to interdict due to reduced AC emissions / con being slow realspace speed

spin recovery: could be a mod or a module that auto corrects spins on interdiction exit
 
Let's just ignore the fact it's probably a well armed insta-gib station...

On that note....

Seems like ED might take a leaf out of Elite (1984)'s book here.
You used to arrive is a system "in the middle of nowhere" and most of the gameplay involved getting to the station with your ship and cargo intact, despite the best intentions of pirates, Thargoids, military ships and the rozzers.

I'd like to see a similar thing in ED.

Keep the FSI for those who want to bounty-hunt in "deep space" but modify other aspects of the game so that you drop out of SC, say, 50km from a station and then a lot of the combat becomes a running-battle as you try to reach the safety of the station.
You'd still get the same "incoming enemy" alerts but they'd (most often) be coming at you once you'd arrived at your destination.
It'd be up to you to either hope you could detect them before they detect you (maybe a good reason to fit A-rated sensors to your cargo ship) and fly a course to the station that avoids them, try to outrun them in a suitable fast ship or fight them if you can.
When combat starts, cop-ships would be dispatched from the station and the time until they arrive would be dictated, simply, by how close to the station you got before combat began.

Alternatively, you might find there were Thargoids sniffing around the station, pirates were raiding the station or that a war was being fought in the vicinity.
This would mean, basically, taking the contents of NHSS's, pirate USSs and CZ's and transplanting them to the vicinity of stations.

I'd put other assets, such as megaships, hospitals and naval yards into the same instance as the station and have smaller ships travelling between them.
With that done, I'd set up the NPC AI so that they have to scan nearby ships before they find their target.
If you head directly for the station you'll stick out like a sore thumb and attract hostile NPCs.
If you try to blend in with the regular traffic, hostile NPCs would have to "search" for you.

Overall, this would add a more "living" feel to the area around stations, it'd allow players to carry out things like massacre missions and combat missions without even jumping into SC - which, in turn, would make it feel more tangible that you were fighting for (or against) the station you could see in the distance and it'd create opportunities for more interesting gameplay surrounding stations.

The down-side of this would be that an uneventful arrival at a station would require a fairly dull journey before docking but I don't think that's necessarily a bad thing and flying toward a station through space where there were actually other ships doing their own thing would be quite immersive.

Also, while I'm at it, it would provide yet another opportunity (which FDev have always previously ignored) to create some gameplay for small ships if FDev created some megaships/structures that only had small pads and then offered missions at the station to ferry stuff to nearby destinations.
Implement that now and you create the bare-bones of gameplay that could later be expanded to involve resupplying Fleet Carriers and faction-owned megaships at a later date.
 
make interdictions harder (NPCs back to old levels especially)

I just have to point this out every time I see it, because I feel like this myth has proliferated quite a lot.

Interdictions were never changed in difficulty. - wait!

They were more difficult (for some people) for a while, because of a BUG that tied the interdiction process to frame rate/performance of machine.

This meant that some people, due to their system set up, found interdictions WAY harder (probably people with higher spec machines, judging by the numbers and the general feeling I get from the kinds of players and their machines) but for some, interdictions were actually easier during that time (there were reports from both sides of this, but most were about them becoming a harder - and lots of people liking it actually.)

I just have to point this out every time I see it. Sure, FD could make interdictions harder/easier, but they never have, and so couldn't "roll back the code" to when it was harder/easier - because that would be re-introducing an old bug which made interdictions different depending on system performance.

So, yeah;

As for removing the interdictor.... I have no clue what the alternative would be, and I like the interdiction mechanics. - I definately see the point about making the battle grounds more interesting though.
 
I just have to point this out every time I see it, because I feel like this myth has proliferated quite a lot.

Interdictions were never changed in difficulty. - wait!

They were more difficult (for some people) for a while, because of a BUG that tied the interdiction process to frame rate/performance of machine.

This meant that some people, due to their system set up, found interdictions WAY harder (probably people with higher spec machines, judging by the numbers and the general feeling I get from the kinds of players and their machines) but for some, interdictions were actually easier during that time (there were reports from both sides of this, but most were about them becoming a harder - and lots of people liking it actually.)

I just have to point this out every time I see it. Sure, FD could make interdictions harder/easier, but they never have, and so couldn't "roll back the code" to when it was harder/easier - because that would be re-introducing an old bug which made interdictions different depending on system performance.

So, yeah;

As for removing the interdictor.... I have no clue what the alternative would be, and I like the interdiction mechanics. - I definately see the point about making the battle grounds more interesting though.

Really? You learn something every day :D
 
The damn thing is such a important thing in the game that you would have to re work the entire mechanics around how combat happens. I'm not sure I'm for it unless there are some changes around said mechanics.

I do however support more scenic combat zones, surface combat zones, combat in rings, wars around installations that you fight to control (not just pirate attacks) and combat around stations.
 
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