Another solution to ganker problem

nice recovery at 0:16 :)
As I said it was not my video. :)
From what little I know of Galahad I don't imagine they are one to shy away from a fight ;)

I remember watching a Harry Potter video (years ago, I couldn't find it) where he evaded 5-6 interdictions in a row. It's a situation requiring fine control (as with fixed aim & FA-off). I've got 15,000 hours in the game and almost always just submit. I rarely actually get interdicted though.
I'm not exceptionally experienced with it as I rarely participate in organic lately, most of the time I'm only doing organized wingfights.

My all time record is evading a chain of 5 interdictions only, but there are people out there who are way better than that. Harry was most certainly one of them, but there are other ppl as well. For example dcom is very hard to interdict, and there was a very slippery RoA ganker called Jerry Cotton whom I only managed to interdict once (out of 3 attempts) and it took me like 5 minutes. :)
 
As an unengineered newbie against a well flown G5 murderboat you cannot do anything except avoid any interaction.
There are little to no chances of escaping.

Even later on, after you get to engineer your ship and you fly a build that can survive in open, the only thing you can do against a G5 murderboat is to high wake to another system (of course assuming you fly a trader, miner, mission runner, etc and not a g5 murderboat)
You will consistently have to that several times till the ganker gets bored and leaves you alone.

As far as i'm concerned, it's wasted time.
If i want pvp interaction, i will also fly a g5 murderboat.
If i want to do anything else that's not pvp related, i need to fly a ship that's not suitable to pvp and that means that i have to avoid any pvp whatsoever since pvp will prevent me from reaching my goals (trading, mining, mission running, whatever)

Edit: And IMO that's the main reason pvp and pve cannot really mix in ED.
IF they could find a way to remove the possibility of having murderboats in the game and have a much more level field in terms of outfitting, then it would only be a case of "git gud, newb!"
But i dont think that's possible. Not unless they tone down the weapons a bit, nerf the FDL and Mambas, and remove any possibility of using military stuff in non military slots.
That will provide a sort of level field since we will not meet a ship full of SCB and HRP/MRP while our ship is full of cargo racks.
Essentially flying in open means gimping your ship for its main purpose. And that just gives you ability to escape. Unless your main purpose is PVP, then you can optimise as much as you ever want.
 
Essentially flying in open means gimping your ship for its main purpose. And that just gives you ability to escape. Unless your main purpose is PVP, then you can optimise as much as you ever want.
Huh?
For example:

My Trade Cutter has 3K shields, twin 5B banks, Reactive Armor, Module Protection, HRP's, full armament, can jump 32ly fully laden, and still carries 600 tons.
 
How much time was spent on engineer unlocks and material gathering?

Steve
Irrelevant. That's core activity in the game across the board.
What I will say is after unlocking all engineers if you spend 40 hours gathering mats your can build 8-10 fully G5 ships.

That's 4 hours per ship.
 
And a Cutter built for "max," is a terrible build. That last 150 tons is not a big deal.

Engineering exists for a reason.

Your min-max paradigm isn't the design intent of the game.

You might as well fly around E-rated with Supercruise Assist and Docking Computer otherwise.
How comes then that our gankers can actually fly minmaxed boats? Designed not to do actually anything but kill.
 
How comes then that our gankers can actually fly minmaxed boats? Designed not to do actually anything but kill.

Rock/Paper/Scissors.
You can't haul 750 tons in a meta-FDL and jump 30+ ly.
You can't jump 72ly, or nearly 400ly using neutron stars with a combat-dedicated ship either.
You can't laser mine 20 rebuys in a few hours... etc.
Roles, variety.
 
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Nah, engineering has nothing to do to anything happening in Supercruise regarding maneuverability or interdiction mechanics. It's only based on skill and ship type (sc maneuverability)
It would seem that SC maneuverability is likely a large factor in this then. It's one of the reasons why I think the solution is to allow for some actual defensive actions to be taken whilst being interdicted that can break the interdiction, and/or cause damage to the one interdicting. Ie; like working out a way to synchronize frequency/wavelength of the interdicting stream to nuetralize the connection or even cause a reverse power spike to hit the aggressor, either have to do it once or a couple of times to cause damage to the aggressors interdictor module, and/or their powerplant.
Sounds pretty anecdotal. These kind of experiences don't tend to be supported by evidence like a video footage, for some reason. Just give it a try, interdict a friend and compare your recordings. Yes, the minigame is somewhat biased against the interdictee, but still it's possible to evade, as long as you are doing a better job than the player at the other end of the tether.
I don't record my game, and yes it's anecdotal but it goes to show it happens. I guess I need more practice evading interdictions, I suppose that when Frontier eased back on the difficulty of evading NPC interdictions the knock on effect meant that it didn't allow for general PVE players to get to the level necessary to counter the gankers?
 
It would seem that SC maneuverability is likely a large factor in this then. It's one of the reasons why I think the solution is to allow for some actual defensive actions to be taken whilst being interdicted that can break the interdiction, and/or cause damage to the one interdicting. Ie; like working out a way to synchronize frequency/wavelength of the interdicting stream to nuetralize the connection or even cause a reverse power spike to hit the aggressor, either have to do it once or a couple of times to cause damage to the aggressors interdictor module, and/or their powerplant.

I don't record my game, and yes it's anecdotal but it goes to show it happens. I guess I need more practice evading interdictions, I suppose that when Frontier eased back on the difficulty of evading NPC interdictions the knock on effect meant that it didn't allow for general PVE players to get to the level necessary to counter the gankers?
Interdiction is certainly a game mechanic that could use quite a bit more nuance.
 
Huh?
For example:

My Trade Cutter has 3K shields, twin 5B banks, Reactive Armor, Module Protection, HRP's, full armament, can jump 32ly fully laden, and still carries 600 tons.
A top 10 position in a hauling CG generally means >20,000 tonnes delivered per day.
750 tonnes = 27 runs
600 tonnes = 34 runs

Still claiming that it doesn't matter?
 
A top 10 position in a hauling CG generally means >20,000 tonnes delivered per day.
750 tonnes = 27 runs
600 tonnes = 34 runs

Still claiming that it doesn't matter?

No it doesn't. Top 10 shouldn't be easy mode.

You shouldn't masochistically be able to just walk into a top 10 spot.

Nevertheless, if the playing field was level, meaning no private instances and people built and knew how to fly accordingly, the tonnage would equalize among competitors for a given effort. 16k~ tons.

Imagine if blockade running was a thing in this game... and you actually had to be good at it in order to realize delivery. That would be fun.

Never mind the fact that a "Hauling CG," has got to be some of the most mind-numbingly boring gameplay ever invented.
 
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