Are NPC's cheating after being interdicted?

I chase them down, they try to break the interdiction, I get them dragged out of supercruise...

... then I try to manifest scan them, but before the manifest scanner can even complete they high wake out.

That's literally seconds after they got dragged out of supercruise.

Are we not supposed to even get a single scan off before they pop out of there?
 
Another reason we should have some kind of tether module that keeps them from high waking within a certain distance.
 
Losing an interdiction is certainly supposed to cause a long FSD cooldown. It does for players so it should for NPCs.
 
"After"? That would indicate, an exclusive time. General consensus here is, they cheat all of the time.

I think we can say; that they don't hesitate or fumble, the way humans often do.
 
There is currently a bug where some NPCs (specifically those with refineries/mining builds) can start charging their FSD right after losing the interdiction.
 
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[h=2]Are NPC's cheating after being interdicted?[/h]

YES !.... they have magical powers ..


https://forums.frontier.co.uk/showt...ermit-system?p=5798721&viewfull=1#post5798721
 
It's already listed under the known issues on the Bug Reporting forum. The bug where they can interdict you right after you finished interdicting someone else is also back. I don't know if anyone else has encountered it? Already reported anyway.
 
But really it would be nice if we could stop with the whole 'cheating NPCs' craze. It's bad enough that there are a few cases where the rules governing NPCs are indeed different and that there's a slew of situations where they follow the same rules but observation bias and paranoia causes people to make stuff up. There's really no need to make things even more confusing by going ambulance chasing like some are doing here when really the issue is a simple bug which Frontier thought they had fixed for 2.3.

Red Fox asked a question about a specific scenario and you guys are already going wild with accusations of cheating before you've even finished reading the OP.
 
I chase them down, they try to break the interdiction, I get them dragged out of supercruise...

... then I try to manifest scan them, but before the manifest scanner can even complete they high wake out.

That's literally seconds after they got dragged out of supercruise.

Are we not supposed to even get a single scan off before they pop out of there?

Yes they cheat.

Only way I have found to stop them jumping out before you finish the scan is to 'splash' their shields. They turn aggro and seem to forget they can jump out. As I mostly do this in Anarchy systems fines and bounties are not a problem.

Still a fun activity for a wee while.
 
Of course that is an issue, as well as the fact that despite the size of your ship, it seemingly has absolutely not impact with locking down the NPC ship from waking out. The greater the ship mass, the longer it is supposed to take for the ship to high wake or low wake from the instance. While it will have a definitely impact on your ability to wake out, flying an Anaconda right up to an Eagle NPC ship within an arms reach seemingly does not delay the NPC ship from jumping within 10 seconds from the instance.
 
Of course that is an issue, as well as the fact that despite the size of your ship, it seemingly has absolutely not impact with locking down the NPC ship from waking out. The greater the ship mass, the longer it is supposed to take for the ship to high wake or low wake from the instance. While it will have a definitely impact on your ability to wake out, flying an Anaconda right up to an Eagle NPC ship within an arms reach seemingly does not delay the NPC ship from jumping within 10 seconds from the instance.


Just going to point out that when an NPC (or player) high wakes out to a different system, mass lock (or more properly mass disruption) does not affect the FSD charge up time.

Low waking, going back to SC, the FSD charges much quicker than when you high wake to another system. However, mass disruption, what ships do to each other rather than large objects like planets and space stations which mass lock you, will slow down a low wake charge, but has no effect when you high wake.

I don't believe NPCs ever low wake. I think they always high wake to a different system.

That is not to say there isn't bug that NPCs aren't suffering the 45 second FSD cool down for losing and interdiction... :)
 
Yeah, I seem to recall FD saying they had fixed this, but it can still happen. Its a tad annoying. You have to be quick to get a scan in. Its one reason these days i start my piracy in Anarchy systems just so i can get off a shot without getting a bounty. Once you get a shot in, the ship will usually stop charging its FSD and start taking evasive manouvers. This way you can do your scan to see if its worth continuing.

In short: Do piracy in anarchy systems. Shoot target once to stop them charging FSD. Then scan.

Usually works for me.
 
It's a failure of the p2p system, the ship you interdicted is not "the same" ship that appeared in your normal space instance and thus has no cooldowns, it was just spawned by the engine according to it. Same reason why they instantly heal any damage you inflicted once they escape back into supercruise. It's not "the same" ship.
 
It's a failure of the p2p system, the ship you interdicted is not "the same" ship that appeared in your normal space instance and thus has no cooldowns, it was just spawned by the engine according to it. Same reason why they instantly heal any damage you inflicted once they escape back into supercruise. It's not "the same" ship.



YEP !!
 
Doesn't this all feel like double-standards?

We all complain if we can't get away from a pirate NPC, but when we are playing the pirate, we complain if the NPC good guy scarpers?

Oh it's a bit tricky - our target won't sit still and be a good little victim.

It's almost as if there were a game element at play...
 
AsmodeusV said:
Jukelo said:
But really it would be nice if we could stop with the whole 'cheating NPCs' craze. It's bad enough that there are a few cases where the rules governing NPCs are indeed different and that there's a slew of situations where they follow the same rules but observation bias and paranoia causes people to make stuff up. There's really no need to make things even more confusing by going ambulance chasing like some are doing here when really the issue is a simple bug which Frontier thought they had fixed for 2.3.

Red Fox asked a question about a specific scenario and you guys are already going wild with accusations of cheating before you've even finished reading the OP
Oh oh. Someone with a sensible, valid opinion. That's not going to go down well.

Jukelo is just wrong though. The AI can and does start charging its FSD immediately after being interdicted (it does not submit). It happens pretty much every time. This shouldn't be possible, due to the extended post-interdiction cooldown. If the AI following different rules to the player is cheating, this is cheating.

It's a clear bug that doesn't appear to be listed in the 'bug reporting' forum, so I'll report it. If someone with a recording setup could get a video and attach it I'd be much obliged.

EDIT:
Bug report here: https://forums.frontier.co.uk/showt...arging-its-FSD-immediately-after-interdiction
 
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