You absolutely shouldn't be able to run from every encounter, how is the game supposed to challenge you? Furthermore very few games realistically give you that option, unless the only other game you play is pokemon or something. You either defeat the challenge that's put in front of you or get kicked back to the start until you can handle it. That's how I like it, that's how it is, and that's how it should be.
The "running" mechanics can be part of the challenge, if designed right. Nowhere in my OP did I say "avoid 100%" or "run successfully 100%". I simply brought up the issue that the _choice_ to avoid or run should be there. That said, it follows logically that the avoid/run mechanics should be successful _most_ of the time when applied with _skill_.
But as interdiction stands right now?
* The interdiction _attempt_ is unavoidable. You can't see it coming most of the time and take steps to avoid even the atttempt.
* If you choose to fight the attempt (play the minigame), the faster, more maneuverable ship has a 100% inherent advantage.
* The above bullet by itself is bad enough, but the salt in the wound is that losing the minigame is an instant 10% hit on your hull which cost big credits to repair.
* Whether interdiction is lost or submitted to, in the current state of things, at least a player who _chooses_ to run can do so successfully, some skill is still required, regardless of what some of you may claim. Especially if it's an interdiction by another player who is geared specifcially for interdiction PvP.
The problem I have is largely with the fourth bullet above. What FD has been describing is making the choice to run once you've been interdicted essentially impossible. It's the equivalent of making snares or stunlocks last much much longer than they already do. Which is the wrong course of action if that's all that changes. Instead, they first need to either balance the cost element and/or add more intelligent counters to an attempt to snare-lock or stun-lock you.l