Are Interdictions way too easy to Escape now?

Same goes for both. The edge should be with the defender but it does matter what ship you fly.

The edge should not be with the defender, otherwise there is no point in it being a skill-based interaction. It should always be an even playing field with, yes, the caveat that what you're flying matters. Because that is a player choice.

What's next, attacking another player causes your ship to lose pips? Absolutely not. If it's a PvP interaction it's Player Vs. Player, not Player Vs. Obscure game rules.
 
I personally like how it works now...without a "vanilla" Python is not as "easy" as it is with one modded with the help of an engineer. I'm not so sure about other ships, Clipper for example is one of the bests if not the best to avoid interdictions, but from my experience I had some easy ones and some others gave a little bit of a challenge.

If you have in mind how often interdictions happen while you are making stacked cargo missions, if it is too hard to avoid one trip, it could be a miserable and tedious experience. Sometimes I get between 2 or 3 interdictions in a row per system, I like to think that I can avoid them, and depending in which type of ship is trying to get me then I decide if submit or not to give it a fight.

At least flying with a Python it feels quite right to me. Playing with a Hotas you have to move that joystick like a mad man to make evasive maneuvers, it feels great in my opinion. [hotas]
 
Depends on what you are flying and the size of the ship interdicting you plays a big part in all of this. If you're in a Type 9 and being interdicted by a Vulture or anything above it is going to be hard to evade. If it is against another player then it will be nearly impossible.

The chance for a interdiction to succeed is the size of the ships FSD and the grade and size of the interdictor, from what I can see.
 
I personally like how it works now...without a "vanilla" Python is not as "easy" as it is with one modded with the help of an engineer. I'm not so sure about other ships, Clipper for example is one of the bests if not the best to avoid interdictions, but from my experience I had some easy ones and some others gave a little bit of a challenge.

If you have in mind how often interdictions happen while you are making stacked cargo missions, if it is too hard to avoid one trip, it could be a miserable and tedious experience. Sometimes I get between 2 or 3 interdictions in a row per system, I like to think that I can avoid them, and depending in which type of ship is trying to get me then I decide if submit or not to give it a fight.

At least flying with a Python it feels quite right to me. Playing with a Hotas you have to move that joystick like a mad man to make evasive maneuvers, it feels great in my opinion. [hotas]

If you choose to stack multiple missions at a time you also choose to increase the difficulty of completing said missions. A single mission is the baseline for judging efficacy and balance, not 20.
 
The edge should not be with the defender, otherwise there is no point in it being a skill-based interaction. It should always be an even playing field with, yes, the caveat that what you're flying matters. Because that is a player choice.

What's next, attacking another player causes your ship to lose pips? Absolutely not. If it's a PvP interaction it's Player Vs. Player, not Player Vs. Obscure game rules.

Doh, i knew i should have included the reasoning from earlier. Was following up on the point that FD seem unable to balance it equally, so in the case whether it should be biased one way or the other, then i say with the defender.
 
I've not seen an in-game NPC interdiction for weeks...

I get them almost every time I enter a system.

Frankly, it's getting to the point when I'm actually pleased to see the other ship show up on my scanner afterward though.
I'm sick to death of being interdicted by NPCs who don't even bother to show up for the party.
 
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I think interdictions are about right. I've been consistently winning the mini-game, but it really depends on your ship build and the class of the interdictor. Sometimes the fight can take nearly a minute and can be a real challenge. I don't want them any harder.
 
Indeed avoinding interdictions is quite easy on my end too (using x-box controller again - with hotas it's a bit more difficult for me). I use all kind of ships. I noticed that it is a bit more challanging to escape interdictions with a cobra mk3 then with a python. So maybe module-sizes matter? It's still easy however. For me the random NPC-encounters are really optional. I only submit to those sent after me from missions to get rid of them once and for ever.

For my taste it's ok how it is. Since single NPCs are not much of a threat anyway I can just kind of "click them away" and continue doing whatever I was doing. To have some challange I like USS with NPC wings and combat-zones. The rare elite-NPC also can be a good challange. Although I am combat-rank dangerous I face elite NPC only very rarely, maybe becouse I do "click away" most random interdictions. It's really only a matter of some seconds of stick waving in my a-rated and engineered python. :p With smaller ships it needs at least a bit of attention to what I am doing to suceed.
 
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I wish I'd never started reading this thread....so just to recap - I'm not just absolutely awesome then?

Well, thanks a lot!! *heads down to beach...*

[video=youtube;TBrKxF3bnUY]https://www.youtube.com/watch?v=TBrKxF3bnUY[/video]
 
Well, I like how it currently is, which is broadly how it was originally.

The hard version seemed frustrating and unpredictably random, and for me was pointless. I'd always have to submit, boost and jump. Now at least I can choose how I want to play. Which in my FAS means submit, deploy guns, and start grinning.

I do feel sorry for FDEV as our lovely community bleats loudly however it's configured, but the love of all that's holy I hope they don't meddle with it again!
 
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Doh, i knew i should have included the reasoning from earlier. Was following up on the point that FD seem unable to balance it equally, so in the case whether it should be biased one way or the other, then i say with the defender.

They absolutely can balance it though. In fact it's already been balanced a couple times during various iterations. No one noticed because submitting and boosting was the preferred method of dealing with them, so FDev kept messing with things which introduced bugs and unfair difficulty.
 
Well, I like how it currently is, which is broadly how it was originally.

The hard version seemed frustrating and unpredictably random, and for me was pointless. I'd always have to submit, boost and jump. Now at least I can choose how I want to play. Which in my FAS means submit, deploy guns, and start grinning.

I do feel sorry for FDEV as our lovely community bleats loudly however it's configured, but the love of all that's holy I hope they don't meddle with it again!

You mean you can chose how to win, and you can just flip a coin because no matter what you do you always win.

Seriously, outside of this community I know no group of gamers that looks at this nonsense and thinks 100% succes guaranteed is any kind of fun. Normally games offer cheatcodes for the few people who want this, in this game everyone is always a winner!

Yay! So exciting!
 
You mean you can chose how to win, and you can just flip a coin because no matter what you do you always win.

Seriously, outside of this community I know no group of gamers that looks at this nonsense and thinks 100% succes guaranteed is any kind of fun. Normally games offer cheatcodes for the few people who want this, in this game everyone is always a winner!

Yay! So exciting!

Cheat codes or P2W microtransactions.

The microtransactions were actually FDev's idea during the kickstarter. You should remember they wanted to sell credits.
 
Just to repeat my point, previously the interdictions seemed random in how to evade.

I lost many despite being aligned with the escape vector. I won many despite being way off the escape vector.

Despite much thread trawling, there was no consensus that I saw on how they worked. Plenty of opinion, of course.

I didn't find it fun, and it clearly wasn't for many here on the forum.

So what I always did was submit, boost and jump away, 100% success guaranteed. No coin flipping required and not any kind of fun.

Yay! So exciting! Not.
 
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Well I decided to put my Cobra 3 aside temporarily and by a haulage type ship (damn forgot the name of the ship) cos I needed to make money a bit faster. Wow, I like how the ship feels quite different from my previous, even the gears take longer to deploy. And she feels that bit more sluggish.

On one of my jobs got interdicted- Easily evaded, though it felt slightly harder.

Nah, Interdiction is too easy to escape, might as well not have an interdiction module.

p.s. You can make a lot of money if you take the boring haulage route.
 
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Just to repeat my point, previously the interdictions seemed random in how to evade.

I lost any number despite being aligned with the escape vector and at full throttle. I won many despite being way off the escape vector.

Despite much thread trawling, there was no consensus that I saw on how they worked.

I didn't find it fun, and it clearly wasn't for many here on the forum.

So what I always did was submit, boost and jump away, 100% successfully. No coin flipping required and not any kind of fun.

Yay! So exciting! Not.

And that's what I mean by being tampered with so much they were full of bugs and were no longer working properly.
 
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Interdiction seems hard to balance, perhaps because its a binary outcome sensitive to many parameters.

It does seem very dependant on your ship. Now, I can only speak as the interdictee, not the interdictor, but I fly two ships (after 2+yrs) - a Cobra III and T7. Now as the Cobra III is fast and maneuverable, while the T7 suppose to be a brick. So my expectation was that the Cobra should be most evasive, and the ol'cow a perpetual victim.

But - I have found the T7 to be much more capable of evading than the Cobra. In fact, its won all its engagements, while the Cobra wins some, loses some.

This is down to the incredible rate of yaw that the T7 possess; tracking the blue target means being able to move your "pointing" left, right, up, down. With roughly equal yaw and pitch rates in the T7 this is trivial. In the Cobra I have to keep rotating to keep the target up/down to favour pitch.

This seems a bit counter intuitive, but given that my T7 has the defenses of a wet paper bag I'm not complaining.
 
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