The motivations of pvpers do not interest me at all. What interests me is how to avoid them completely.
I avoid hotspots engineer your ship properly and high wake. Even if you beat the interdiction. Use that time to escape the system
The motivations of pvpers do not interest me at all. What interests me is how to avoid them completely.
Nasty about where I stand? Call me out on whatever you want I don't care. Open is a roadside dump. I'm guessing as well that all of those numbers are severely skewed because everybody who starts the game brand new starts in open.
Also, since you have preemptively railed against "git gud" (almost as though you knew that you'd be called out), might I offer a friend's alternative to the saying: stay rubbish.
So Im want antihighwake and antilw modules.
Generally I'm marginally on the side of the carebears when it comes to ganking, mostly since it's so much more difficult to organise a defence against a wing of hoodlums picking on someone at random. The game seems skewed in favour of the gankers, and I don't much like the only option being solo or PG (assuming the gankers aren't infiltrating the PGs).
But threads like this, where someone seeks a major change to the game mechanics rather than figure out what to do to improve tempts me to the dark side.
So Im want antihighwake and antilw modules.
I think the OP's suggestion is a bit simplistic but I don't see any reason there couldn't be more gameplay around interdictions. The current interdiction gameplay isn't any more sophisticated than the OP's idea.
In a realistic setting, any universe that had FSD interdictor technology would eventually develop FSD anti-interdictor technology. An anti-FSD module could be an electronic warfare device that could jam potential interdictors, it might even be an engineering upgrade to an ECM module.
If you have the module/upgrade you might get a short notice that someone is attempting an interdiction. You could charge the device to jam the attacker but getting the timing and duration right would be key. The closer the attacker is when trying to interdict, the less effective the jammer is.
I think the whole interdiction process could be designed better. I'd rather have to ride another ship's FSD wake, this would be the 1st step of the interdiction and is part of the FSD interdictor technology. During this 1st step, the interdictee would try to evade, probably like today. You could still submit if desired, but the interdicter isn't doing anything illegal at this point.
Once you are locked in, or synchronized, with the other ship's wake, you then use the FSD interdictor to destabilize the FSD, dropping out of SC. Time to destabilize is based on FSD size and integrity, shielding would decrease the likelihood of a successful attempt. This 2nd step could be jammed but an unsuccessful jamming attempt would increase FSD cooldown. During the 2nd step the interdicter is acting illegally and the interdictee could submit and attack/run.