Can you please restrict NPC indications for Trade Missions to 1 or 2.

Oh no please make the game even less dangerous......
Come on make it more dangerous please come on.

I remember first elite, it was brutal... cruel, not anymore.
 
Oh no please make the game even less dangerous......
Come on make it more dangerous please come on.

I remember first elite, it was brutal... cruel, not anymore.
I'm not asking for any of that, I am asking them to repair some broken mechanics. Here is a reply to someone else.

I want the interdictions in game and I also want them to be challenging (Edit: Well, a spectrum, to represent some pirates being better than others), not nerfed. What I do want to stop though are interdictions that are either bugged/rigged, that no matter what you do you can't win.

So I am not asking for them to be nerfed. If anything, I agree with someone in a previous post that they should happened more often if you are running a "trading mission", as these would have posted on job boards open to the public and that is not exactly hard for a criminal/pirate to look at and think... Well, this is going to easy if I wait for him here.

The other thing I wanted ended is the ridiculous getting interdicted 10+ times, buy the same NPC when he pulls you out super cruise, you escape, he pulls you out again, you escape, rinse and repeat.

This is annoying as by the 2nd/3rd the security forces arrive to deal with him, at which point, the least of his worries is going to be your cargo.

I want the risk, I love the chase of the pirate, but I also want it done well so it is enjoyable, rather than game breaking flaw as I love running trade missions. Especially in when in wings with friends and the annoyance of this, was the thing that stopped me from really playing.
 
The problem is, for some reason, the game decides to make it unavoidable and there is nothing you can do.

So drop out of super cruise, burn it, drop ya mines trying to slow them down and get back into super cruise. Rince and repeat 20 times...

Or you could make the enemy High Wake (run away from them in realspace, continue even if they're off radar, sooner or later they lose interest and high wake out, you'll see the wake signal even if >10km away), then they won't bother you again for quite a time, and also no enemy further down the "chain" interdicton list will be spawned. Of course running away from NPCs in realspace in a T9 is a hard task (but at least might be possible with your g5 thrusters, though will take even more time).
BTW: this losing interest issue also works for those NPC Powerplay ships following you (well, me in this case) out >100km from the station failing but still trying to scan my low-emissions-powerplant T9 with 14% resting heat when merit-hauling, quite funny if you have the patience to out-wait them and for whatever reasons don't want to use heatsinks during FSD charging...
 
The other thing I wanted ended is the ridiculous getting interdicted 10+ times, buy the same NPC when he pulls you out super cruise, you escape, he pulls you out again, you escape, rinse and repeat.
Ok but again this doesn't happen if you win the minigame. And it's supposed to reflect the fact that by winning the interdiction, you knock him out of supercruise and he no longer has the ability to catch up with you again and try another interdiction, whereas if you submit, boost, and go back into supercruise then he would also go back into supercruise right behind you. This is what would happen with two player controlled ships, it is consistent with the mechanics that you as a player have with your own craft.

If there are times where the interdiction is bugged that's a separate problem, and deserves attention. But there's nothing wrong with the number of interdictions that can happen, because there's a how and a why to it as well as a set of meaningful choices as to how to avoid it, and this is the part of your complaint I am responding to.
 
This is just a symptom of the bad design in regards to C+P and security in the galaxy. There should be boringly safe milk runs in the galaxy, and the rewards should also reflect that but the odds of someone being attacked should be next to nil in those places. But the galaxy is homogenously preposterous.
 
The problem is, for some reason, the game decides to make it unavoidable and there is nothing you can do.

So drop out of super cruise, burn it, drop ya mines trying to slow them down and get back into super cruise. Rince and repeat 20 times...

It needs to stop, there are no excuses for it.

For me, it's game breaking as the thing I like most is trading and running missions in my T-9.
Nooooooooooooooooooooooooooooo I love my little Yellow fat dumpling

This is the system authority. Prepare to submit to interdiction, ya yellow-bellied coward!

Just kidding it's me just me rupee noon. Sorry to scare you
 
Easy ways to reduce the number of interdictions:
  • don't stack missions (if you can't handle the multiple interdictions)
  • don't submit and re- engage; evade the interdiction
  • destroy the interdictor

It's pretty straightforward. Personally, i love it, lots of bonus bounties while completing the hauls.
 
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T9:

1) Shields and hull; I use Kinetic resistant Reactive bulkheads, Low pwr lo-draw bi-weave, thermal resistant boosters.

2) Armament; Gimballed burst lasers on top, seeker missiles below mod for damage output.

3) Flight; FA off actually makes the T9 somewhat graceful and not a stubborn mule when it comes to handling, allows you to conserve speed from the boost and use the 'Reverski' tactic of moving one way whilst shooting another.

4) Awareness; Yes the T9 handles like a drunken cow in SC, be wary of anything moving to the 6'o'clock position. Yes you'll get interdictions that can't be avoided in a T9 though these are usually small ships that won't stand up to burst lasers and seekers.
 
The other thing I wanted ended is the ridiculous getting interdicted 10+ times, buy the same NPC when he pulls you out super cruise, you escape, he pulls you out again, you escape, rinse and repeat.
What else is going to happen? You low wake, he low wakes, you're right in front to interdict. Same thing would happen with players.

This is annoying as by the 2nd/3rd the security forces arrive to deal with him, at which point, the least of his worries is going to be your cargo.
Rather than low-waking at that point, hang around until the security forces blow him up (get in a quick hit to claim credit near the end) or force him to high wake (if they're the running away sort). Once he's high-waked, you shouldn't see him again for a little while and can safely return to supercruise. (Though if you have multiple after you, by the time you've done this to the third one, the first one will be back again)
 
Rather than low-waking at that point, hang around until the security forces blow him up (get in a quick hit to claim credit near the end) or force him to high wake (if they're the running away sort). Once he's high-waked, you shouldn't see him again for a little while and can safely return to supercruise. (Though if you have multiple after you, by the time you've done this to the third one, the first one will be back again)
Done that, he still appears in super cruise and pulls out again and again and again.

It's really really bad.
 
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This is just a symptom of the bad design in regards to C+P and security in the galaxy. There should be boringly safe milk runs in the galaxy, and the rewards should also reflect that but the odds of someone being attacked should be next to nil in those places. But the galaxy is homogenously preposterous.
Not really, the trade missions are posted on open boards the pilots can read.

So any NPC pirate can look at them and pick his target if he thinks can get something from or it could be an NPC Merc hired by an enemy faction.

So it comes down to balance in game where something becomes fun and enjoyable to just out right annoying and frustrating.

And if you get interdicted, drop out of SC, then escape and it's repeated time and time again.

Even when security turn up, as has happened in the he past, you escape and the NPC still turns up to harass you.

That's not fun, that's frustration. Possibly a broken mechanic that needs fixing.

So yes, it is a product of a broken system, bit not because NPC's shouldn't be finding you. Especially for anything mission based.
 
Or you could make the enemy High Wake (run away from them in realspace, continue even if they're off radar, sooner or later they lose interest and high wake out, you'll see the wake signal even if >10km away), then they won't bother you again for quite a time, and also no enemy further down the "chain" interdicton list will be spawned. Of course running away from NPCs in realspace in a T9 is a hard task (but at least might be possible with your g5 thrusters, though will take even more time).
BTW: this losing interest issue also works for those NPC Powerplay ships following you (well, me in this case) out >100km from the station failing but still trying to scan my low-emissions-powerplant T9 with 14% resting heat when merit-hauling, quite funny if you have the patience to out-wait them and for whatever reasons don't want to use heatsinks during FSD charging...
You try chasing something in a T-9. Turning takes a year 🤣
 
if I get interdicted close to destination, or otherwise end up with the destination very close but out of view,
both cutter and t-9, I tend to drop to normal space to turn
using fa off in regular space turns so much faster than in sc.
then off to sc again
even if it takes longer, it is better than trying to stretch the screen to see if you are actually turning.

as Felix DiCestria said, fa off makes the t-9 turn very nicely.
and with your choice of weapons..mine anyway, I blow the interdictor to dust.

fwiw any ship that can take 3 class 2 weapons, can destroy any npc in its way.
not much can withstand 3 hammers or 3 of any decent weapon + 2 small. and fwiw small rails are deadly..a 5 rail t-9 is deadly.
 
You try chasing something in a T-9. Turning takes a year 🤣
That's what the fighter hangar is there for. With a Dangerous or better pilot and an XG-8 Javelin.

Yes - it takes up cargo space. That's a compromise you can choose to make. The other choice is point defense vs. shield boosters, since the T-9 only has 4 utility slots.
Or switch to a T-10. Same flight characteristics, you lose quite a bit of cargo space, but she can handle single opponents on her own while you go to the galley to get a coffee.

As for the number of interdictions - ok, I don't fly a T-9 except for carrier refuelling (occasionally, if I don't take the Cutter). But any single (NPC) pirate (mission related or otherwise) only ever interdicts me once. Haven't met a player pirate (as opposed to would-be ganker) for a very long time.
 
That's what the fighter hangar is there for. With a Dangerous or better pilot and an XG-8 Javelin.

Yes - it takes up cargo space. That's a compromise you can choose to make. The other choice is point defense vs. shield boosters, since the T-9 only has 4 utility slots.
Or switch to a T-10. Same flight characteristics, you lose quite a bit of cargo space, but she can handle single opponents on her own while you go to the galley to get a coffee.

As for the number of interdictions - ok, I don't fly a T-9 except for carrier refuelling (occasionally, if I don't take the Cutter). But any single (NPC) pirate (mission related or otherwise) only ever interdicts me once. Haven't met a player pirate (as opposed to would-be ganker) for a very long time.

What a great idea lets trade in a trading in trading with 0 capacity cargo just to deal with a flawed machine and NPC's.

Also, even if you did that, as with the local security services, the NPC just re-appears in SC.
 
What a great idea lets trade in a trading in trading with 0 capacity cargo just to deal with a flawed machine and NPC's.

Also, even if you did that, as with the local security services, the NPC just re-appears in SC.
The way you put it, it sounds like NPCs are a complete showstopper for your trading.

Are you really that unwilling to give up 10% of your carry-capacity to fit a Class 5 fighter bay alongside weapons and some shield boosters in order to virtually guarantee getting to the other side in one piece?
 
The way you put it, it sounds like NPCs are a complete showstopper for your trading.

Are you really that unwilling to give up 10% of your carry-capacity to fit a Class 5 fighter bay alongside weapons and some shield boosters in order to virtually guarantee getting to the other side in one piece?
Like I said, it makes no difference.

NPC's have been surrounded by security forces and they still jump out after you, rinse and repeat.
 
Like I said, it makes no difference.

NPC's have been surrounded by security forces and they still jump out after you, rinse and repeat.
Doesn't happen to me 🤷‍♂️

There's some good advice going on in here. If they're still getting away, I'd suggest looking at your fit; weapon choice, engineering, defences... these all matter. Maybe change your ship.

Alternately, do the first leg with a few tonnes carried on your combat ship... go lap up the few million in bounties then go back out without issue in your hauler.

Alternately again, as i said before, evade, don't submit. That gets them off your tail.

Alternately again, don't stack missions; take just one or two, then fill the rest with good trade goods.

End of the day... whatever you're doing, it clearly isn't working... and there's lots of people here giving options that do work.
 
Doesn't happen to me 🤷‍♂️

There's some good advice going on in here. If they're still getting away, I'd suggest looking at your fit; weapon choice, engineering, defences... these all matter. Maybe change your ship.

Alternately, do the first leg with a few tonnes carried on your combat ship... go lap up the few million in bounties then go back out without issue in your hauler.

Alternately again, as i said before, evade, don't submit. That gets them off your tail.

Alternately again, don't stack missions; take just one or two, then fill the rest with good trade goods.

End of the day... whatever you're doing, it clearly isn't working... and there's lots of people here giving options that do work.
Well, I wish they didn't happen to me, because it's really annoying.

Trust me I have done it.

I am damn good at beating interdictions (But some interdictions are just unbeatable/bugged/broken)
I am damn good combat pilot
I am damn good theory crafting ships (Well was, until I only dabble it in ever now and then)

And the bit in red: I have another thread (Cargo Racks) trying to more viability to all the ships in game. And the most common advice I get is use the same ship as everyone else.
 
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