If you equip it with some shields, and turrets you can keep fighters at bay until you can charge your FSD.... common sense isn't so common.
If you fly a T6,7,or 9 with zero weapons, and no shields, who's fault is that exactly? Because people CHOOSE to not arm themselves in some way, it's somehow the pvpers fault?
If you equip it with some shields, and turrets you can keep fighters at bay until you can charge your FSD.... common sense isn't so common.
YES THIS EXACTLY! Why traders seem averse to fighter escort is beyond me. It will be amazing fun! Why you'd want to go play in solo mode rather than experience multiplayer space battles is beyond me.
Lol, Nice analogy..... I've been saying almost the exact same thing
Traders are either in solo or logoff when interdicted >>>>>>>>>>>>>>> this ruins it for Pirates and combined with other difficulties it just drives players away from that career path.
>>>>>>>>>>> Few pirates and those that exist keep clearing their bounties,>>>>>>>>>>>>>> This ruins it for Bounty Hunters and Drives players away from that career path.
>>>>>>>>>>> The frustrated ex-Pirates and ex-Bounty Hunters resort to a Greifing mentality just to get some action (I am at that point now) >>>>>>>> this drives more traders into Solo
>>>>>>>>>>> With No traders, pirates, or Bounty Hunters the Galaxy starts to become empty and the game starts to die >>>>>>>>>>>
The solutions to all this a so obvious, but FD have this huge white Elephant in the room called 'solo mode' and I'm guessing that they are scared of getting rid of it.
I actually dont think that they need to get rid of solo, what they need to do to save the 'food chain' is:
1: Prevent mode switching, solo is solo, and multiplayer is multiplayer. allow two seperate saves in people want. Or give a break-in period of say 40hrs in solo and then the option to permanently switch.
2: Limit (almost entirely) the effect that solo players can have on the living ecosystem. If they don't want to participate then why let them have an influence. Also prevents distortion of the simulation.
3: Tackle combat logging by having an AI take control of any ship that disconnects during combat. If the ship is destroyed under AI control, then it is destroyed for the player also.
4: Make Piracy a bit moreof a profitable and viable career path. Add Anarchy stations for pirates to land at, dont let them land at regular stations (they would be arrested if they do)
5: Make the Wanted status of Pirates more persistent, thus giving Bounty Hunters something to actually go after.
There are *loads* of tweeks and changes that can/should/will be made, lots of good ideas and suggestions around here and in the DDF but IMO they need to implement the above five critical items urgently or the game will die...........
I think perhaps you misunderstand me a little. What I meant was that interdiction as it currently stands is devisive, which I would interpret as a fundamental flaw as it polarises the community, which means it is a destructive element.
Furthermore, I would strongly dispute your claim that it can not be flawed. It may be a necessary mechanism, but it seems rather clumsily implemented when compared to the mechanism used to initiate encounters with other ships in the original game(s). I.E. You were dropped out of Torus Jump Drive (or Stardreamer in FE2) by another ship's proximity, which gave rise to mass locking. This took place at a much greater range (25km ?) than in ED, & the ship responsible could be anything - pirates, cops, or traders going about their business, so unlike interdiction, it was not automatically hostile.
This gave rise to some interesting gameplay as the distance between you gave you time to watch the responsible ship's behaviour for signs of hostility or innocence. It gave chance to make a run for it if the other ship(s) were hostile, or even turn the tables on a pirate gang by running until the gang became a string, with the smaller, faster ships being closest to you. This gave you the opportunity to turn & destroy them one by one, finally having the 'mothership' (usually a Python) at your mercy. I expect that when Wings come along, interdiction will mean having a whole pirate gang attacking you all at once. I don't see that ending well.
Yes, Elite has always had pirates/piracy/bad people, but encounters with them were random & gave you a greater choice of how you might react, unlike interdiction, in which you become the selected victim of someone without good intent. This turns it into a "Why me ?" situation instead of something that "just happens". Psychologically, that's much harder to deal with even from an NPC, & isn't mitigated by enjoyment of a 'cat & mouse' interdiction minigame because the current one is basically rubbish - I've escaped interdiction when I thought I'd lost the game & been interdicted when I was clearly winning !
It is divisive, given the thread.Over the past few days, my attitude has hardened to 'if you don't like interdiction, you're in the wrong game' pretty much. <shrug> Perhaps not conducive to debate.
I've been reading through countless threads on this subject and it seems about half of the players out there are sick to death of interdictions and want them reduced and the other half want FD to implement ways to force players to fight by making it impossible to avoid interdictions. Let me just play out a scenario that all you trigger happy players want. Let's assume FD made interdictions even easier and changed the cooldown time or whatever so players couldn't run. What do you suppose will be the result? A fun game of interactive combat between equally competent players? NO! What you'll end up with is driving away the 50% of players who are already ripping their hair out when they've been interdicted for the 43rd time in the last hour by either an overly aggressive NPC, a cheating human player who gets kicks from showing they can manipulate computer code or someone who's been playing since the dawn of this game, owns a monster of a ship and gets a kick out of blasting some innocent trader to bits who has neither the ship or the desire to fight. Is that what you combat junkies who love interdiction really want? The OP was all about seeking balance and that's what ED lacks completely at the moment. What we will end up with is just another MMO with all the "level 80" elites ruling the game while those of us who can't or don't want to fight will be pushed out of the game by pure frustration. This, in my book is a fundamental design flaw. Forget all the pretty clouds and the planet landings, let's get the core game mechanic balanced and fun for everyone. The combat junkies can do pvp with equally matched players, noobs and players who want to mine, explore and trade in peace should have that option and the few players out there who are clearly using code hacks to win should be banned from the servers. Simply saying, "if you don't want to fight, play in solo mode" is stupid. ED is more than just mindless "pew pew".... at least it should be!
I'm surprised you are not out in the void exploring, the interdictions stop the further out you go. Also, I'm exclusively in Open and in my home system I don't tend to get interdictions. Ive never been interdicted by a player (Other than a test in Beta 1.1). Sounds like you're in a busy area and could consider moving.How accommodating of you. Why must everyone have to accept the way that you want to play the game? Why can't the game accommodate multiple styles of gameplay? I'm not a big gamer but I was attracted to ED because it presents a gorgeous simulation of our galaxy. I've had a fascination with astronomy since my youth and ED provides an entertaining way of exploring our galaxy that I've spent many hours looking at through my telescope. ED also provides a real release for my stressful real-world job. To me, it's enjoyable to fly through space and trading provides a means of immersion in this simulated world. A real stress reliever. Since 1.1, it's become less so.
Even in solo play, the npc interdictions have become very irritating. I've been interdicted more than once just trying to get to one station even though I'm not in an Anarchy system and there are what seems like plenty of security forces flying around. The NPC interdictions seem quite mindless from the standpoint that they simply message a mindless insult with the word "die" somewhere in it and then they start shooting. Last night I was interdicted by an Asp and a Viper that both immediately started firing missiles at me. In both cases I submitted to the interdiction and boosted away in my well-appointed Cobra but I'm really tiring of the frequency of the interdictions. I started playing ED primarily to enjoy seeing a wonderful simulation of our galaxy but now I have to constantly monitor my scanner and check out the ships around me to try to avoid be interdicted.
Why did FD put all the effort into making a fantastic simulation of our galaxy to simply make it an arena of constant conflict and battle?
So I've been reading this thread and here are folks like yourself that tell me that if I don't like it, just go away. Well, maybe I just will if all FD can do is racket up the irritation factor for players like myself who don't enjoy the game in the manner that you obviously do.
I wonder how many of you in this thread that simply reply with a glib "space is dangerous" took advantage of what you now call a flaw to build up a large credit account and now want it closed to new players? How many of you now playing pirates will only interdict another player when you feel you have a good chance of having a significant advantage over your intended victim. Where's the danger and the risk for you in an interdiction?
[Edit] I forgot to add that I do agree with you that FD needs to implement cargo insurance. Both pirate and trader have the same insurance coverage on their ships but the trader can potentially lose millions in their cargo. Maybe then the traders that you so much want to engage with will be more willing to stand and fight.
Right. And what does that mean for larger, slower ships being interdicted by faster, smaller ships. Especially player-piloted ships? Who are geared out specfically for interdiction with long range cannons and whatnot designed specifically to cripple the ship they're interdicting even at long ranges? In this case, the slower, larger, less maneuverable ship is at a distinct disadvantage and probably will suffer a bit of hull damage or worse before their FSD comes online. If they manage to escape at all.
Shields were nerfed, Shield cells were nerfed. A Python who takes damage down to 88% hull pays ~200K in repair cost. Just losing the interdiction mini-game itself will mean hull down to 90%. If they get their shields stripped (easy to do by a competent player in a Viper) and take more hull damage before the FSD spins up, well, the costs are far too great. With ZERO possibility of fighting back and earning enough money for a bounty or whatever to pay for the cost incurred by fighting in the first place instead of running.
This is really good. Not going into "this system is lawless and infested with crazy assassin kill-without-scan-pirates" is also a choice.ALWAYS avoid no. Sometimes life sucks.
Players must have a mechanism to avoid even if that mechanism is "don't go into that system, there be dragons".
I have a simple and elegant solution. Remember 'The Dukes of Hazard'? See where I'm going with this? Let's have the space version of nitrous boosters. Various sizes. Expensive Each one takes up a weapon slot. Each use adds extra oomph to your boost. Now the trader has a chance to get away by out boosting the pirate. Of course Mr. Pirate can use them too... but at the cost of one or more weapons. Traders aren't fighters, they are cowards by design. They grew up at their father's knee learning how to turn a profit, not how to fight fancy. The players who play traders often don't want to fight, it's not how we get our jollies. This idea means they can just put the pedal to the metal and hope they have more and better 'nitro packs' than the loathsome low life chasing them.
Lol, Nice analogy..... I've been saying almost the exact same thing
Traders are either in solo or logoff when interdicted >>>>>>>>>>>>>>> this ruins it for Pirates and combined with other difficulties it just drives players away from that career path.
>>>>>>>>>>> Few pirates and those that exist keep clearing their bounties,>>>>>>>>>>>>>> This ruins it for Bounty Hunters and Drives players away from that career path.
>>>>>>>>>>> The frustrated ex-Pirates and ex-Bounty Hunters resort to a Greifing mentality just to get some action (I am at that point now) >>>>>>>> this drives more traders into Solo
>>>>>>>>>>> With No traders, pirates, or Bounty Hunters the Galaxy starts to become empty and the game starts to die >>>>>>>>>>>
The solutions to all this a so obvious, but FD have this huge white Elephant in the room called 'solo mode' and I'm guessing that they are scared of getting rid of it.
I actually dont think that they need to get rid of solo, what they need to do to save the 'food chain' is:
1: Prevent mode switching, solo is solo, and multiplayer is multiplayer. allow two seperate saves in people want. Or give a break-in period of say 40hrs in solo and then the option to permanently switch.
2: Limit (almost entirely) the effect that solo players can have on the living ecosystem. If they don't want to participate then why let them have an influence. Also prevents distortion of the simulation.
3: Tackle combat logging by having an AI take control of any ship that disconnects during combat. If the ship is destroyed under AI control, then it is destroyed for the player also.
4: Make Piracy a bit moreof a profitable and viable career path. Add Anarchy stations for pirates to land at, dont let them land at regular stations (they would be arrested if they do)
5: Make the Wanted status of Pirates more persistent, thus giving Bounty Hunters something to actually go after.
There are *loads* of tweeks and changes that can/should/will be made, lots of good ideas and suggestions around here and in the DDF but IMO they need to implement the above five critical items urgently or the game will die...........
I'm surprised you are not out in the void exploring, the interdictions stop the further out you go. Also, I'm exclusively in Open and in my home system I don't tend to get interdictions. Ive never been interdicted by a player (Other than a test in Beta 1.1). Sounds like you're in a busy area and could consider moving.
I have no problem with this design principle as long as the risk/reward is BALANCED for both parties. Right now, the game is nowhere near that state.
1. shooting without destroying the ship = you get bounty on your head (depend on the major faction)
2. you destroy ship = punishment, your bounty will be 1% from the ship value (inclusive cargo) because you destroyed property and from this "bounty" gets some % to the owner of the destroyed ship as compensation (or whole bounty) after the pirate is killed or he pays the bounty)
3. shooting inside station without destroying the ship = punishment, like in point 1. or some % up because you broke the law inside station..
4. destroying the ship inside the station, your punishment will be same like point 2. or with some % more up, because you broke the law inside station (and of course the victim get the compensation like in point 2.)
- The victim has no rights, right now and not all victims are rich (in the future updates we can put "bounty" on the players), so I thing we need some compensation.
BE FAIR!!!!!!!!!!!!!!!
It's just a rough outline for discussion.
I hope, someone understand the point of my view.
And sorry for bad english![]()
I have a simple and elegant solution. Remember 'The Dukes of Hazard'? See where I'm going with this? Let's have the space version of nitrous boosters. Various sizes. Expensive Each one takes up a weapon slot. Each use adds extra oomph to your boost. Now the trader has a chance to get away by out boosting the pirate. Of course Mr. Pirate can use them too... but at the cost of one or more weapons. Traders aren't fighters, they are cowards by design. They grew up at their father's knee learning how to turn a profit, not how to fight fancy. The players who play traders often don't want to fight, it's not how we get our jollies. This idea means they can just put the pedal to the metal and hope they have more and better 'nitro packs' than the loathsome low life chasing them.