Design 101 - Players must ALWAYS have choice to avoid or run instead of fight

Hope they make the interdictor disable FSD jumps for a short period of time. Traders should have to worry about pirates.

As most of you would say "If you don't like it go play solo"

(Pretty sure the majority of you b*ing about this already play solo so this doesn't even effect you)
 
The things that FD needs to do are :


1. Safe systems and dangerous systems: in safe systems profits should be lower but security higher... go to unsafe systems and profits rise but it comes with a rise of risk.
2. Change the wanted mechanic and pirate bases. A pirate that attacks or players who murder should not be allowed into regular stations.... they are wanted.
Instead Pirates should have their own lawless outposts/systems were they can escape etc...
3. If a pirate wants to become part of the regular society their should be missions/mechanics implemented that could get rid of the wanted status. Paying a small wanted fine in regular system is not enough because at the moment anybody can switch roles to easily. Within 10 minutes i can become a safe trader after i murdered a clean cmdr which just doesn't feel right...

After these things are implemented we can tweak the interdiction mechanic....
and traders can choose the 'dangerous' route or the safe route.

A lot of the game mechanics feel wrong because the game is not fleshed out properly. We don't need endless tweaking of game-mechanics. We need the universe to be fleshed out in a way the game mechanics make sense.
 
Last edited:
I'd be fine with this approach to the game design, but that's not the current nor intended design. You can be interdicted by NPCs or players in _any_ system. If, for example, only Anarchy systems or systems in a certain "war" state or whatever, then indeed players who weren't interested in fighting could simply avoid such systems. But that's not the case right now.

Well AFAIK it is the intended design to have relatively safe systems, it just isnt currently working out like that. Having said that there is some degree of risk/reward tradeoff in that pirates tend to concentrate on the best trade routes such as the rares milk run. So really if people do that run without the ability/means to escape or fight back then its their lookout.
 
Sorry, OP, but you are simply wrong. No doubt about it. In essence you are saying that you want to be able to fly about in a ship geared up for trade, and nothing else, and never have to worry about pirates. Play Eurotrucker instead.

Players have plenty of choice. They can go around in a fully laden T9, and know that they are likely to lose every interdiction attempt, but know that the amount of profit they make on the runs where they are not interdicted will more than compensate for the occasional wipe out. After all, everyone keeps saying that trading is the only way to make money. Or they can assume that most pirates are not homicidal maniacs who want just blood, and drop enough good stuff to be let by. Most of the time. Or they can fly a multi-purpose ship with much less cargo space, but the means to fight back. And various other shades of grey.

Plenty of choice.
 
But what FD has been hinting at is an upcoming change whereby (as I interpret their comments), players will essentially be _forced_ into interdictions and their FSD will be forcibly disabled for much longer than it is now. This is VERY bad, IMO. I don't care whether we're talking about player pirates or NPC pirates: there are too many ship-ship matchups where the interdicting ship has a strong and unfair advantage against the interdicted ship. In many such matchups, the interdicted ship might be able to get away, but with a certain amount of hull damage which is far too costly. If you do not give the interdicted ship a chance to decide for themselves that the matchup is not in their favor, and you do not give them the tools to effectively run from such an imbalanced fight, then you are _doing design wrong_.

It's that simple.

You appear to have side-stepped how this (with the quoted) applies in the case of Player to Player. The above is only reasonibly possible (the matchmaking) with NPCs.

Aside, even with the PVP element though the 'victim' as it would be should still have the option to run if they chose to. The interdiction process itself also provides the element of avoidance if you're successful during that - then you're free. If you're not successful you have a potential option to run away when you get pulled out of FSD in to Normal space - but you shouldn't be given a lift up by the game if the other player's ship is somewhat out fitted better than yours. Nonetheless the interdiction process shouldn't ever at all give you no option or make it deliberately impossible for you to NOT escape and also vice versa on the one who is doing the interdicting.

I agree, it's a balancing act - a delicate one.
 
Against a Cobra or Sidewinder, they stand no chance and I rarely take any hull damage. But an Asp or larger? I'll take a minimum of 12% hull damage before the fight is over. That's a 200K loss. Too high.

I agree that damage and repair costs for larger ships need reducing drastically. As for NPCs in solo being dialled up - good! For too long solo has been perceived as a safe option. Now the problem would go away instantly if the decision to have separate commanders for solo and multiplayer had been made, 'cus then things like a difficulty slider for rate and quality of interdictions could be considered with impunity, but that's another argument.
.
Anyway, amusingly, whilst I've been reading and responding in this thread I've been interdicted 4 times. Gah! The game is fundamentally broken now! I have to pay attention to what's going on! Which I didn't necessarily have to before. I can't just read Facebook or the Forums in peace whilst in supercruise! :D
 
Hi, Trader here.

I kind of agree with OP here. Removing a trader's choice to run is going to turn more traders to Solo. It's all about time for me. If I die in my trade ship, that's a lot of time lost for me spent recovering. My time is valuable, so I trade in Solo only. If this was a single-player or offline game, I would just reload the save and not lose any time playing at all.

The interdiction mini-game does not require much skill, it's whoever has the more maneuverable ship in SC wins. Trade ships just can't keep up with the escape vector.

Fighting interdiction costs too much hull when I lose in an Anaconda. Even if I kill the Sidewinder who interdicted me, his bounty is not going to cover the hundreds of thousands of credits to repair it.

The only choice for me is to submit to prevent hull damage, then escape as fast as I can.

FD has been pretty good at balancing things so far, so I'll hold my judgement on any proposed changes. I'll wait and see what's to come.
 
For those of you talking about needing a difference between safe and unsafe systems, is it a case of the safe zones needing to be safer, or the unsafe zones needing to be more unsafe but have a lot higher rewards? Where would you tip the balance?
 
I agree that a player should always have the option to run - but not always have the option to avoid the fight if they choose. To avoid the fight you have to run faster than the person who is attacking you...

+1 this right here. I don't fear interdictions in the least. If you interdict me then you didn't really want your ship anymore is how I see it.
 
I just posted this in another thread discussing pirate interdictions but I think it belongs here to.

This is what it boils down to. Most traders are not PvP savvy, heck I bet most of them don't particularly want to be, but even so they have to have an option in a PvP encounter where they can come out on top (ie, get away with their cargo intact).

I think it was in fact Sandro who said that traders have the option of beefing their ships up with armour, weapons, countermeasures and making a show against the pirate. Fine in theory but he is thinking with the mind of a combat pilot. Even with all the best armour, all the countermeasures and the biggest guns it can carry a type 6 or a hauler is NOT going to have a chance, especially if the trader just isn't into PvP anyway.

The only practical solution for most traders is to escape. So, ok, fix this submit/boost/FSD exploit but if you don't replace it with something that gives the trader a chance to escape instead of fighting a battle they cannot win then all the little space trucks and vans will be tottering off to Solo and Private Groups and the pirates will be left playing with themselves.

It has been said many times before. If traders are wanted in Open Play then they have to have a chance of surviving there.

I'm a trader who is PvP savvy. Being savvy is another way of saying "experienced", you don't get experience without doing it. Escape potential needs to be there, but it must be SKILL related.
 
Well if that is how it's going to be then allow players to recruit NPC mercenaries or escorts for trading ships like Type 6/9. If your going to force someone to fight at least offer an option for escort so the unarmed ship is not by itself.

+1 for this as well. I do believe you may be able to do that in the wings update. Of course I may be wrong.
 
For those of you talking about needing a difference between safe and unsafe systems, is it a case of the safe zones needing to be safer, or the unsafe zones needing to be more unsafe but have a lot higher rewards? Where would you tip the balance?

For me, both. Safe systems should be very safe, and come down hard police response wise, on any offender AI or player, and I'd ramp up rewards for trading certain goods in anarchies/feudal/dictatorships.
 
For those of you talking about needing a difference between safe and unsafe systems, is it a case of the safe zones needing to be safer, or the unsafe zones needing to be more unsafe but have a lot higher rewards? Where would you tip the balance?

Both I guess, its a case of giving the player the opportunity the tailor their experience. Quietly and uneventfully cruising the space lanes to make a "living wage" or running the gauntlet for big money.
 
I kind of agree with OP here.
Look, the thing is the whole point OP is trying to make, more so the way he/she is trying to make it is a complete falacy and very misleading i should say.

FD wont remove the choice. It has nothing to do with choice. What OP is saying is he/she doesnt want to be hard evading pirates. Thats it.
 
Last edited:
Why do we have to go play in solo to trade? Why not go play in solo or a pvp group to fight, that kind of mentality is whats wrong here, I don't want to do that so you can go play somewhere else. Elite is NOT a space combat sim, it has other elements too and interaction with others is part of it.

Because FD want it to be a dangerous open world game. As they say on their website (and I quote) "Remember it's a cut throat galaxy out there and combat is a basic skill that you need to survive. It can also provide rich pickings, be it bounty hunting or piracy."
 
Why do we have to go play in solo to trade? Why not go play in solo or a pvp group to fight, that kind of mentality is whats wrong here, I don't want to do that so you can go play somewhere else. Elite is NOT a space combat sim, it has other elements too and interaction with others is part of it.

Elite is not solely a space combat sim, it does have other elements - correct. But combat is a core element, will always be a part of the game, and you should be prepared for its eventuality.
.
And there is still a better chance of a challenging fight pvp than against AI, hence combat-oriented players will gravitate to open.
 
Last edited:
I agree that there should always be dangers in a game, otherwise, it's pretty much just set the autopilot and go to bed, but there should also be options for those people who do want to do trading. I've noticed that since 1.1, escaping interdictions has gotten much much harder. I play solo for the exact reasons that every says if you don't like pvp, go play solo. It's been my experience that ANY game that had pvp attracts a high number of ats that grief people just because they can. So I avoid that.

I agree though, there needs to be modules that a trader can spend some of his money on to help avoid (but not eliminate) the risks. A jammer that makes the interdiction game easier, or a stealth device coupled with changes to sensor rules would be really interesting, and make for some decisions for a trader. Load up on cargo bays and just accept the risk, or swap a few out for countermeasures.
 
Well, as soon as we are able to jump in flightgroups, providing escorts for traders, the lone pirate will surely think twice about interdicting a six ship convoy. On the other hand pirates will fly in groups as well, so if an interdiction happens its always the choice for the trader to run while the combat ships holding off the attacker.

In general i see nothing wrong with being interdicted and landing in a dangerous situation, being a trader or whatever. As long as i can get out using skill and whits and no regulated game mechanic, its totally fine.
However i agree, that damage done to interdicted ships is critical... being interdicted 3 times on the way to a station can easily shrink your millions, when piloting a big vessel. Probably the larger ships should simply suffer less damage. And avoiding interdiction in the first place? No. But an option to minimize the chance of being interdicted would be a cool thing... Hiding your signature in SC or using other pieces of interdiction chance reducing hardware that only fit the largest ships would be a nice addition to the game. [edit]... if there is a way to counter such measures of course [/edit]
 
Last edited:
Respectfully disagree. Making interdiction's more forced and FSD cool downs longer will make people forced to socialize a little more and will give pirates room to role play their piece. Surely, once in a while you run into a blood-thirsty maniac. But that's the price you pay for:

1. Playing in the open
2. Running a ship who's balance is heavily tilted from combat to trade.

Fly a clipper/python. Keep that t9 in the garage until you can have either human or NPC escorts. Simple.

If you can't get away, talk you way out. You've been caught by a pirate for Christsakes. That means your life is at his mercy. Way it should be.
 
Back
Top Bottom