Allow players to disable the 'escape vector' when being interdicted.

I'm not seeing your point.
I have never been sent careening into a planet or star. I think interdiction is stupid really. You only need to point your ship at the escape vector icon to evade it. It's very easy.
It happens when you're close to something. I hadn't have it happen often, but a few times.
 
More realspace interactions.

This is the answer.

For a game with such an incredible flight model in normal space it is weird that supercruise handling is so stunted, and that you're expected to spend perhaps the majority of your playtime in that mode.

Get to normal space sooner and provide more interesting interactions in it.
 
It's got nothing to do with the interdicting ship, lol. They're just aiming directly at your ship.

It's just a randomly-generated path you arbitrarily need to follow for absolutely no reason, and it's very silly.

As I suspected, you have no idea what you are talking about - " LOL " :rolleyes: - you completely misunderstand what is going on.
 
Then please enlighten the uneducated masses with your glorious insight, since you seem to be so all-knowing.

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:
When a player gets interdicted, their ship is forced to follow an escape vector in order to successfully escape the interdiction. This vector is set seemingly arbitrarily, and regularly sends the ship careening into planets or stars.. The pursuing craft, by contrast, only needs to keep the target craft targeted.

I would like for players to be able to control the direction of their ship while being interdicted, so as to avoid(or aim for) passing objects.

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". :rolleyes:

Maybe they could watch this old @Exigeous video:


Source: https://www.youtube.com/watch?v=Maiu3hIYj1U
 
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With the current Escape Vector, of course.
But what I thing @DemiserofD is proposing is a good idea to spice the interdiction process a little (for PvPers at least) :
Being able to turn off the escape vector so the interdicted is free to maneuver as wildly as his/her ship can to force the interdictor to follow as precisely as possible (like in the current interdiction process).

The interdiction will be won by the interdictor only if he/she can keep up with the maneuvers of the targeted ship.

(edited for clarity)

In other words you want a totally different mechanism, replacing the current tether with just a cat-and-mouse chase - which is in effect what exists at the moment before the tether can be applied. Letting the target ship just "turn off" the interdiction tether is nonsense.
 
This is a bit of a silly idea on its own.

With a complete redesign of interdiction I guess it would work, but... So would anything
 
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". :rolleyes:

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.
 
.......
Hopefully this explains my suggestion more clearly.

As I said - you really mean - remove the FDSI. The idea that a player can choose whether they are subject to the FSDI or not is just silly, as in "Players should be able to disable this loss of control and have the freedom to fly as they see fit" from your OP.
 
As I said - you really mean - remove the FDSI. The idea that a player can choose whether they are subject to the FSDI or not is just silly, as in "Players should be able to disable this loss of control and have the freedom to fly as they see fit" from your OP.

Nonsense. The only thing that's truly silly is taking control away from players in a game whose primary allure is flying spaceships. Especially when it means a guaranteed loss if you participate.

If loss is guaranteed either way, players should at least be free to choose how and where they lose.
 
regularly sends the ship careening into planets or stars..
That's not good but still not death, and most likely the interdictor won't follow its target.
The pursuing craft, by contrast, only needs to keep the target craft targeted.
That looks like weak design which makes interdictor's life easier. Since it is easier to keep target in sign while it tries to follow randomly generated tunnel.
To makes the things fair the interdictor should follow target's path.
 
Players should be able to disable this loss of control and have the freedom to fly as they see fit, however they want to best escape a pursuer. That might mean intentionally flying into a planet or star, or darting behind it to guide their attacker into it instead. Of course, this might make it easier for a pursuer to get them if they fly poorly, but that's a sacrifice you make intentionally.

I would like the entire interdiction process to happen at a reduced ship speed. The purpose being to avoid smashing into planets or to find oneself at a much longer distance from the destination than when the interdiction occurred.

Because that's the only thing that bothers me when i get interdicted close to the destination station is this: i get interdicted, if i fight it and win - the interdiction ends, but my ship is now at 40ls from the station instead of 4 ls. I turn back to the station at 4 ls i might get interdicted again... Aaand again the interdiction will end with me at 30-40 ls from the station.

Other then that, i would make no other changes to interdiction
As i said in some other similar topics - i kinda like ED as it is.
 
Nonsense. The only thing that's truly silly is taking control away from players in a game whose primary allure is flying spaceships. Especially when it means a guaranteed loss if you participate.

If loss is guaranteed either way, players should at least be free to choose how and where they lose.

I really am not going to continue this with you because I don't want to get banned.
 
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