Newcomer / Intro Are NPCs supposed to be immune to the emergency FSD cooldown following a 100% interdiction?

Found an unlucky chap with 35 tons of LTDs and successfully interdicted him after following him through a couple jumps. Before I could even get my ship stabilized he was already charging his fsd and I barely had enough time to take his engines out. Has it always been this way? Playing on Horizons on PS if it matters.

Video of this happening
 
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NPCs use engineers.
 
Just give up, then FSD will be ready less then 5s.
There seems to be a disconnect here. I'm aware that there is a shorter cooldown if one submits to an interdiction. My question is why did an NPC that I interdicted NOT have an extended cooldown (or any cooldown whatsoever apparently) after I interdicted them?
 
There seems to be a disconnect here. I'm aware that there is a shorter cooldown if one submits to an interdiction. My question is why did an NPC that I interdicted NOT have an extended cooldown (or any cooldown whatsoever apparently) after I interdicted them?
It had. Check timing in your video. more then 10s passed before next surgery detected.
 
It had. Check timing in your video. more then 10s passed before next surgery detected.
Emergency cooldowns from being interdicted are supposed to be 45 seconds long. We can verify they didn't have enough time to cool down without even looking at the time because my own FSD had barely even begun it's cooldown cycle as evidenced by the meter in the lower right
 
if you resist.
Which the NPC obviously did, as they never voluntarily submit. Regardless, in any interdiction, both ships involved are supposed to have the same FSD cooldown length, be it long or short. This clearly wasn't the case here, which brings me back to my original question.
 
Wow, we're really getting somewhere! Allow me to summarize:

OP: Why is the sky blue?
Reply: Dude, the sky is blue.


I was hoping to learn something. Not:
Who's on first...
 
NPCs generally follow the same rules as CMDRs (and cheat in far fewer ways than many assume), but the key area they differ is in persistence and anything that depends on it. Often (though not always) NPC states are not saved when they transition instances. What likely happened is that the NPC you interdicted vanished into the ether, while a new one, that Frontier forgot to transfer the long cooldown to, was spawned in your new normal space instance.
 
Why is the npc still there at the end of the video?

What you hear is cops jumping in
 

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Why is the npc still there at the end of the video?

What you hear is cops jumping in
I wasn't going to mention it but that was a little bugged too. The NPC pretty much did jump (even disappeared for a brief second, causing me to de-target) but then immediately reappeared. The cops didn't show up until a little later, but we had drifted so far away that they didn't even bother me while I took this NPC for everything he had.
 
As far as I can remember, this has been a bug / oversight since the launch of the game.

It's in the tier of "mildly annoying, but bigger / more important problems keep jumping the queue".

It's a very crowded tier. :p
Thanks for this. I've robbed plenty of NPCs but never encountered this before, wasn't sure if it was new or not
 
I think the npc went cold or your radar is very short range. The cops are not on your radar (yet) but the messages are there and the sound played.

On 0.25 playback you can actually see you taking out the npc engines. This makes the ship go cold
 
I think the npc went cold or your radar is very short range. The cops are not on your radar (yet) but the messages are there and the sound played.

On 0.25 playback you can actually see you taking out the npc engines. This makes the ship go cold
After reviewing the full parent clip further I think you're right. The cops show up on sensors a few seconds later but there isn't another jump sound to accompany them.
This ship has 8A sensors but they're G5 wide angle so the range is reduced. Still, I wouldn't expect a ship to go cold that quick, nor to heat back up that quickly afterwards but upon closer inspection in looks like the ship's fsd plume never actually disappears. Funny enough, it was glowing and humming the entire time I robbed him
 
It does look like the NPC was charging it's FSD (Surge Detected) from at least the moment it entered view on your video.

What you observed later was the NPC still trying to leave, but without thrusters.
 
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