I make no claim to great knowledge of the game, there are many parts of it I have never tried in over 6 years - however I am not so ignorant as to not know that is going on during an interdiction as seems to be the case in the OP's statements.
Here is the in-game description of the FSDI:
The Interdictor is a triggered device that can pull a target ship out of supercruise along with your own vessel, in effect dragging both ships to the same area in space. Using it requires the target to be in front of your vessel, facing a similar direction, and within range of the device. If these three criteria are met, activating the FSD interdictor will result in a stream of directed energy towards the targeted ship. This stream attempts to destabilize its frame shift drive. To ensure a successful drop, keep the target vessel in the centre of the reticule at all times. The target ship may attempt to escape an interdiction; its HUD will highlight an escape vector for its pilot to aim at. The relative effectiveness of the target and interdicting pilot will result in either a successful interdiction or a failure. In both cases the interdicting vessel will drop from supercruise. Interdiction places significant stress on all vessels involved, causing a small amount of damage. Pilots may submit to an interdiction by throttling down to avoid suffering this damage. Be aware, interdicting a vessel not currently wanted by the authorities is a crime.
Note that the actual mechanism is disrupting the FSD of the target - hence just trying to fly in a way the OP suggests does not actually attempt to defeat that disruption. - The mini-game is your test of skill to break the tether (overcome the disruption) as you are both being "thrown about" (not a good description) by the interacting forces of the two FSDs and the tether-beam. The OP suggests just not trying to head towards the "escape vector" but instead use manoeuvring in ways to utilise objects to escape or break interdictions:
Since this is just ignoring the mini-game, the result is that they would lose the interdiction immediately, have the 40s FSD cool-down and be dead.
It is therefore my assertion that the OP doesn't actually understand what is going on.
The only alternative for the OP is to re-word the suggestion to "remove interdictions".
Maybe they could watch this old
@Exigeous video:
Source: https://www.youtube.com/watch?v=Maiu3hIYj1U
Ah, I see where your misunderstanding is coming from. What you
seemed to be saying was that the actions of the interdicting player - the actual
actions, as in the movements of their mouse as they followed their target - were what caused the movements of the escape vector. As in, if the interdicting player moved their mouse to the right, the escape vector would move left. This is obviously not true; the movements of the escape vector are completely randomized.
Rather than that, you're arguing about the canonical explanation for how interdiction works, whereas I don't particularly care about canon, if it leads to bad gameplay mechanics. And what can you call a worse gameplay mechanic than one which rips control away from you, in a game so predominantly about precision control of your ship? Especially when said loss of control can and does send your ship spiraling straight into a planet, star, or other astronomical body?
Even worse, when said minigame is
completely unwinnable in any reasonable circumstance
? One particular player recorded over 100 pvp interdictions, and of those, he only won
two; and you should fully expect to win at least that many due to lag alone, due to the p2p nature of connections in this game.
So to make things clear, I'm proposing that the
gameplay element be changed. I don't care how things work
now, since I'm saying they should be changed anyway.
In this new format, players could elect to take full control of their ship and attempt to shake off their interdictor, whether by dodging out of their sight, or by colliding them into a planet or star. During this time, they would slowly lose progress on the bars(but since loss is virtually guaranteed against another player, anyway, that's an irrelevant change with no downsides).
Hopefully this explains my suggestion more clearly.