Why is it so hard to escape an interdiction from a pirate ship 1/5 of my boat size.

Agree.

It makes no sense lore-wise for small ships being capable of easily interdicting big ships, big ships being able to interdict small ships. It's the small ships that really need this because while big ships aren't as good as the best medium ships at combat, they still have the benefit of living near the limits of the game and therefore don't have to worry about being steamrolled by anything. Well, most of them anyway.

Interdictions should be harder to pull off against something not your size and failure should be far more dangerous. Made a post about this before. In my head I was envisioning a visual effect that oscillated or resonated and would "thump" back and forth because the hypersoace corridor was out of balance. If the Interdicting ship failed, it would take a massive blast of damage. Maybe a little ship could surive only so long in it against a big ship. The idea that a Sidewinder can Interdict a T10 same as an Anaconda is silly before we get to pvp balance.
 
So a mosquito with a flashlight can bring me out of super cruise.....darn i need some anti pirate spray
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Lore wise, the thing is not called an FSD Anchor, it's called an FSD Disruptor. What ever future-physics divine-intervention it is that gives us FTL travel, is disrupted. You aren't being tractor beamed, or magnetized, your ability to travel at those speeds is being interrupted.
 
RTFM - Been like this for a very long time, deal with it, the rest of us heavy ship cmdrs have for a number of years.

The manoeuvrability of the ship will have an effect on how easy it is to follow the interdiction vector/enemy ship. Smaller, more manoeuvrable ships will have an advantage in all interdictions, slower, larger ships will be at a disadvantage just due to their flight model.

Also as mentioned above, against NPC's it really is a non-issue, just a tiny bit more skill required for the cmdr in a heavy ship. Against a cmdr, just submit, or don't get caught in the first place. Plenty of ways to avoid an interdiction against cmdrs or npc's, the emergency drop being one of the primary methods against a cmdr.
 
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It makes no sense lore-wise for small ships being capable of easily interdicting big ships, big ships being able to interdict small ships.
That's because you're thinking of it like a small child trying to stop an adult body builder by pulling on his arm. It isn't like that - traveling FTL is "tricky". Think instead of an adult body builder skating on ice and the small child runs out and trips him. Poof, he's out of "supercruise" and on his butt!
 
FSD mechanics have, since quite early in the game, been biased towards making it easy for people in smaller ships to interdict much larger ships. The theory is that it encourages people to find a niche role (piracy/interdiction) for their smaller ships, rather than rush ASAP into the Big Three and never leave them.

However, since about version 3.0 or so, FSD interdiction has been heavily weighted towards a player winning the interdiction. CMDR vs NPC, the CMDR wins just about every time, even if they try to lose. In CMDR vs CMDR situations, the one doing the interdicting almost always wins, no matter which ships they and their victim are flying.
 
If that gun was a grappling hook and you then did the stopping by doing your best levering job.
Funny, but rather think that this elephant is driving a car and you shoot the engine.

Maybe i'm wrong, but I think you guys are confused by the wording "pulling out of SC", which suggests applying force. What happens is that the chasing guy targets FSD of the victim and tries to disrupt it. If he manages to do it, then FSD fails and stops working, dropping ship to normal space - note that you can't be stationary in SC - as long as FSD is engaged, you're travelling with minimal speed, which in Normal space would be actually pretty high.
 
That's because you're thinking of it like a small child trying to stop an adult body builder by pulling on his arm. It isn't like that - traveling FTL is "tricky". Think instead of an adult body builder skating on ice and the small child runs out and trips him. Poof, he's out of "supercruise" and on his butt!

If it's just a gun, then, ignoring all the questions that pop up like how does Ship A's FSD know the exact realspace location of Ship B after Ship B's FSD malfunctions and deposits it somewhere nearby, and drop there at the exact moment it happens, at ranges far in excess of what we see the ships are capable of doing when manually disengaged, and ignoring the style of what the game shows us on screen and why Ship B can... break... away... from the gun... after it's been hit, why can't Ship B just stick one pointing out the back of it and pop Ship A down the second it sees it coming? Especially if it's a larger ship, it should be able to handle a gun that works at far longer ranges than the little ship. If we've got all this conventional FSD weaponry, how come there aren't FSD Interdictor turrets along the trade lanes that smack wanted ships down the second they're detected? Why aren't there FSD Interdictor mines that you can seed all along your wake?

The Interdiction process is more like some spooky-action-at-a-distance style quantum or extra-dimensional interaction between two weirdo devices doing outside-newtonian stuff to our universe. Action/Reaction. If Ship A pointies at Ship B, then Ship B pointies at Ship A. This is more like what we've got going in game.
 
If it's just a gun, then, ignoring all the questions that pop up like how does Ship A's FSD know the exact realspace location of Ship B after Ship B's FSD malfunctions and deposits it somewhere nearby, and drop there at the exact moment it happens, at ranges far in excess of what we see the ships are capable of doing when manually disengaged, and ignoring the style of what the game shows us on screen and why Ship B can... break... away... from the gun... after it's been hit, why can't Ship B just stick one pointing out the back of it and pop Ship A down the second it sees it coming? Especially if it's a larger ship, it should be able to handle a gun that works at far longer ranges than the little ship. If we've got all this conventional FSD weaponry, how come there aren't FSD Interdictor turrets along the trade lanes that smack wanted ships down the second they're detected? Why aren't there FSD Interdictor mines that you can seed all along your wake?

The Interdiction process is more like some spooky-action-at-a-distance style quantum or extra-dimensional interaction between two weirdo devices doing outside-newtonian stuff to our universe. Action/Reaction. If Ship A pointies at Ship B, then Ship B pointies at Ship A. This is more like what we've got going in game.
You're overthinking it.
If you're at it, explain to me f.ex. how can I see exact position of ships travelling at speeds 100 faster than light away from the star, when I'm travelling at 100c towards the star.
It's just a game mechanic. You aim FSD hacking device, that device works as long as it's aimed and at certain range from the target.
 
CMDR vs NPC, the CMDR wins just about every time, even if they try to lose. In CMDR vs CMDR situations, the one doing the interdicting almost always wins, no matter which ships they and their victim are flying.
Is that a deliberate design decision? I consider myself a fairly adept pilot, but I always loose the interdiction against players, no matter how agile my ship (I know that the advice is to submit). It doesn't really seem right to me - at the point of interdiction it should be 50/50 and determined by skill.
 
I've been trying for years, YEARS with my type 7 and never managed it!

They seem to be the best ship for avoiding player interdictions - well, probably not, they are certainly one of the best trade ships for it though. I only remember losing an interdiction to type 7s.
 
Is that a deliberate design decision? I consider myself a fairly adept pilot, but I always loose the interdiction against players, no matter how agile my ship (I know that the advice is to submit). It doesn't really seem right to me - at the point of interdiction it should be 50/50 and determined by skill.

We don't know. It was reported in the bug reports in depth once 3.0 came out; it's still there. So it's either "working as intended" or "bug not yet fixed". Either way, it's the new paradigm, so get used to it. It's especially important to get that message out to the newer players who take the "I'll just stay in Solo until I'm good enough" route; they need to know that the same tactics that 99% work against NPCs only work 1% of the time against other CMDRs.
 
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