General Anti-interdiction module

New type of module - FSD fake beacon launcher - to provide a chance to evade FSD interdiction by winning the minigame.

How it works​

After starting interdiction minigame victim can launch fake beacon (at the very moment when pointing to the middle of escape vector circle), which will create fake target at attacker screen forcing him to choose which one to follow. Fake target is shown for a number of seconds (depending on the module class and engineering). If attacker follows fake target he looses interdiction time/points/progress. Following right target minigame continues as normal (known only after timeout when fake targets disappear).

More details on module​

  • The module can be equipped to any ship taking size 1 to 3 optional module slot (UPD: better to use hardpoint slot as pointed below by @Tividar). Depending on the size module can have 1, 2 or 4 charges (launches).
  • Depending on module class (A to E) it launches 1, 2 or 3 fake targets at once, having different timeout for fake targets to disappear. E.g. module class A lauchnches 3 fake targets with 4 seconds interval, module class C launches 2 targets with 6 seconds interval etc, module E class lauches 1 target with 3 secodns interval etc.
  • Victim can launch multiple charges in one minigame session (after module cooldown timeout).
  • When followed false target and "winning" the minigame - attacker is dropped to normal space with fake beacon module. Close wingmates having target lock on the attacker are dropped as well (giving the chance for victim to maneur).
  • Charges to be refilled (at high-tech?) stations (priced relatively high, e.g. 1/10 of ship rebuy cost, aka active/fictive insurance).
  • Module can be engineered to double number of charges.
Therefore having this module equipped will allow traders/couriers to exchange some cargo space and credits to chances to win the interdiction minigame. At the same time making minigame more challenging for experienced pirate players (also against NPC who can use this module as well).

As small compensation for loosing a minigame pirate can collect used fake beacon to sell on black market as high-tech equipment. Price may vary on the original ship rebuy cost (see above).

What do you think?

Similar proposals/discussions​

UPD: in addition there might be another module to decrease interdiction accuracy/drop distance (see comment for details).
 
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Wasn't a fan last time it was proposed. Still not.
That was fast feedback! ;)

My thoughts are - such a module in comparison with equipping a ship with more shields/hull - if implemented properly to provide bigger chances for traders to reach their destination instead of being pushed out of the system forced to high wake.

Can you give more details why not or link to previous discussion?
 
PvE Interdiction is already pretty much entirely evadable anyway - either by winning the minigame or by taking a curved path in so they can't start the process at all (or on most ships with drive engineering, submit, boost, low wake) - so it's a module which would basically only be worthwhile to defend against PvP interdictions. Those are so incredibly rare in most systems it's not going to be worth giving up the slot.

Meanwhile - though it's far too late to do anything about it - I do think PvE Interdiction has been very badly designed. In the previous Elite games, combat was virtually impossible to evade, and costly to flee, so trade ships had to be built to fire back. A combination of the way interdiction is designed and the way outfitting works has meant that combat while trading has become entirely optional, which then means that the travel time from A to B seems entirely pointless.

I hold out no hope for it happening - people are far too used now to "trade does not involve combat" for it to change, I'm not really suggesting it for Elite Dangerous - but a change to interdiction so that:
- it automatically succeeded
- you couldn't immediately flee (long FSD cooldown for both parties)
- but if you did flee it was impossible for the same attacker to interdict you again for several minutes (some technobabble about your drive tuning to their interdictor)
...would I think give a lot more interesting balance for PvE combat. You could still run unarmed traders in the safer systems, but unarmed+unshielded would probably be a mistake, and the "armed trader" of Elite tradition would be far more expected.

(Yes, it would significantly change PvP combat in the attacker's favour. But balancing around PvP combat when >99.99% of the combat in the game is PvE and people have a wide range of guaranteed ways to avoid unwanted PvP combat even if interdiction always works seems backwards. Start by getting PvE balance right first.)

(priced relatively high, e.g. 1/10 of ship rebuy cost, aka active/fictive insurance)
Still pretty marginal - even 500k/use on a T-9 is pretty insignificant given today's earning rates. You're already almost paying that per trip when trading high-margin goods from not having 8t more cargo space.
Pricing relative to rebuy also opens up the exploit of refilling them by moving the module to an E-rated Eagle, recharging it there, then moving it back.
 
PvE Interdiction is already pretty much entirely evadable anyway
Agree, in its current state PvE interdiction makes totally no sense. Although having this module as an option will allow to re-balance PvE interdiction difficulty (e.g. based on the level of NPC attacker and maneurability of the ships), so that for trade missions with highest threat levels an interdiction would be really hard to evade. This will force players to choose alternative routes (through high security systems), outfit ships to be prepared for submitting/surviving interdiction, choose smaller (more maneurable) ships or equipping this module (to increase chances to evade).

For PvP interdiction it would increase chances of less experienced pilots to evade interdiction (which is really hard to evade in heavy cargo ships like T-9). Particular price for recharging the module would allow to balance it to make on par with the profit from cargo missions.

It could also help with CG in open, giving chances to breach a blockade. To increase the chances of successful interduction attackers would have to choose even more maneurable (small) ships, which would reduce chances of cargo ship to be destroyed in first seconds.

Pricing relative to rebuy also opens up the exploit of refilling them by moving the module to an E-rated Eagle, recharging it there, then moving it back.
This problem could be solved by just restricting to move this module between ships - we can think of it as fine-tuning for particular ship to trick FSD interdictor to create a fake target.
 
It would be enough if the unsuccessful interdiction would cause a 'blow back' to the player trying to interdict: let's an average of 25% total damage randomly distributed among all subsystems, and a 100% unavailability to FSD & SC for a minimum of 15 minutes.
 
It would be enough if the unsuccessful interdiction would cause a 'blow back' to the player trying to interdict: let's an average of 25% total damage randomly distributed among all subsystems, and a 100% unavailability to FSD & SC for a minimum of 15 minutes.

The failed interdictor is already at a disadvantage compared to the interdictee, and what, you want a player to effectively sit in one spot in space for 15 minutes waiting and doing nothing? That's going to do down well I assure you!
 
The failed interdictor is already at a disadvantage compared to the interdictee, and what, you want a player to effectively sit in one spot in space for 15 minutes waiting and doing nothing? That's going to do down well I assure you!
It is called purposeful game design in Frontier lingo... :cautious:
 
New type of module - FSD fake beacon launcher - to provide a chance to evade FSD interdiction by winning the minigame.

More details on module​

  • The module can be equipped to any ship taking size 1 to 3 optional module slot. Depending on the size module can have 1, 2 or 4 charges (launches).
Therefore having this module equipped will allow traders/couriers to exchange some cargo space and credits to chances to win the interdiction minigame. At the same time making minigame more challenging for experienced pirate players (also against NPC who can use this module as well).
Freighter-oriented defensive systems should not be relegated to optional module slots. A trader already makes sacrifices vs. a combat ship in shield size and the amount of hull reinforcement. Instead, defensive systems should occupy Hard Points.
 
Yesterday I've interdicted 6 players at the CG, 5 deinstanced once interdiction was completed.

No need for that, game is enough broken to save your ship. :ROFLMAO:
 
Freighter-oriented defensive systems should not be relegated to optional module slots. A trader already makes sacrifices vs. a combat ship in shield size and the amount of hull reinforcement. Instead, defensive systems should occupy Hard Points.
That is totally valid addition!
 
I think the idea is correct, 1 point in favor, many play alone or in a closed group for fear of playing in the open and being interdicted and losing missions, bonuses, merchandise and those things, if such a module is offered, there you can benefit players fearful to go into open
 
Idk why people are asking for it. It’s already in the game, it’s called getting gud.


 
I think the idea is correct, 1 point in favor, many play alone or in a closed group for fear of playing in the open and being interdicted and losing missions, bonuses, merchandise and those things, if such a module is offered, there you can benefit players fearful to go into open

Hmm, maybe we should have a module that just stops us getting attacking, and anti-PvP module.
 
New type of module - FSD fake beacon launcher - to provide a chance to evade FSD interdiction by winning the minigame.

How it works​

After starting interdiction minigame victim can launch fake beacon (at the very moment when pointing to the middle of escape vector circle), which will create fake target at attacker screen forcing him to choose which one to follow. Fake target is shown for a number of seconds (depending on the module class and engineering). If attacker follows fake target he looses interdiction time/points/progress. Following right target minigame continues as normal (known only after timeout when fake targets disappear).

More details on module​

  • The module can be equipped to any ship taking size 1 to 3 optional module slot (UPD: better to use hardpoint slot as pointed below by @Tividar). Depending on the size module can have 1, 2 or 4 charges (launches).
  • Depending on module class (A to E) it launches 1, 2 or 3 fake targets at once, having different timeout for fake targets to disappear. E.g. module class A lauchnches 3 fake targets with 4 seconds interval, module class C launches 2 targets with 6 seconds interval etc, module E class lauches 1 target with 3 secodns interval etc.
  • Victim can launch multiple charges in one minigame session (after module cooldown timeout).
  • When followed false target and "winning" the minigame - attacker is dropped to normal space with fake beacon module. Close wingmates having target lock on the attacker are dropped as well (giving the chance for victim to maneur).
  • Charges to be refilled (at high-tech?) stations (priced relatively high, e.g. 1/10 of ship rebuy cost, aka active/fictive insurance).
  • Module can be engineered to double number of charges.
Therefore having this module equipped will allow traders/couriers to exchange some cargo space and credits to chances to win the interdiction minigame. At the same time making minigame more challenging for experienced pirate players (also against NPC who can use this module as well).

As small compensation for loosing a minigame pirate can collect used fake beacon to sell on black market as high-tech equipment. Price may vary on the original ship rebuy cost (see above).

What do you think?

Similar proposals/discussions​

Great suggestion! I’d really like to see more anti-interdiction type play to entice everyone into open. There has to be some way for those folks that don’t like pvp to still interact and be slippery enough… stealth tricks in supercruise, anti interdict, OP NPC police in high security systems that can shred gankers… something to give them enough balance to keep them out of solo.
 
Although what is possibly more feasible is to make the interdictor automatically disable in medium and / or high security systems, it is only functional in low or no security systems
 
Although what is possibly more feasible is to make the interdictor automatically disable in medium and / or high security systems, it is only functional in low or no security systems
No. Thats ridiculous. That would further kill powerplay as the haulers could get to their preps very easily with almost no threat.
 
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