I'm not asking for any of that, I am asking them to repair some broken mechanics. Here is a reply to someone else.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.
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...
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.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.
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
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.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.
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)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.
Done that, he still appears in super cruise and pulls out again and again and 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)
Not really, the trade missions are posted on open boards the pilots can read.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.
You try chasing something in a T-9. Turning takes a yearOr 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...
That's what the fighter hangar is there for. With a Dangerous or better pilot and an XG-8 Javelin.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.
The way you put it, it sounds like NPCs are a complete showstopper for your trading.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.
Like I said, it makes no difference.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?
Doesn't happen to meLike I said, it makes no difference.
NPC's have been surrounded by security forces and they still jump out after you, rinse and repeat.
Well, I wish they didn't happen to me, because it's really annoying.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.