Choice is critical, I agree with the OP on that 100%. However, said choice should not just be based on that moment of interdiction, it should be based also on the ship / equipment choices made by both parties up to that point.
I think we need to see a finer balance of FSD Size, Class, Ship mass and Interdictor size and class. A tiny ship like a Sidewinder being able to drag a well-equipped Type 6 out of SC purely because it's more manoeuvrable is a little silly. The advantage should be with the larger ship. If the smaller ship IS successful though - due to the pilots skill at the mini-game - then the smaller faster ship should be able to easily catch the lumbering trader. However, even a basic Type 6 can have teeth...well, two of them, so the Sidewinder might have a hard time. Seems a nicely balanced encounter.
If we flip this around and have a player in an Anaconda Interdicting a Viper or Cobra, the mini-game favours the larger and better-equipped Anaconda, however, once in normal space - either by mini-game win or submission - the balance if different. A Viper or Cobra could of course run - they're faster - but equally such nimble craft have the choice to engage as well.
I'd also suggest that submission doesn't do anything screwy with FSD cool-downs, why should it - physics hasn't suddenly changed, unless they make interdiction cause the drive to run hot...might be interesting - however, a submission should potentially place both ships closer together when they emerge. So, there are pros and cons to both fighting the interdiction and submitting. Fight it and win and you're home free - interdictor should drop out of SC as their attempt has failed and suffer a standard FSD cool-down period - same as the victim would have if the interdictor had won the game. Fight it and loose, you take some damage (just to systems though, not hull) but you'll come out a little further away than if you submitted - which might be a critical advantage. So, fight it = I want to run, loose the fight and being placed a little further away still potentially gives that option. Submit and you can of course still try to run, but you'll be placed that little bit closer so be at a disadvantage.
Basically we have two extremes - the trader is "I don't want to be interdicted, I should be able to run" and the Pirate "No, I want to be able to interdict you shouldn't have the option to run". Each camps ability to do what THEY desire should be based on ship stats and player skill, no Interdictor > Victim hard rules and no artificial penalties.
I think some slight tweaks to the balance could make this fun, rather than simply frustrating for both sides of the argument. My ideal of balance basically boils down to:
- I'm BIGGER than you so I'm harder to interdict, but if you win / I submit you'll catch me easily in normal space but beware as I might out gun you!
- I'm SMALLER than you, so I'm easier to interdict, if I submit we'll emerge closer together, but I'm faster than you so might yet escape / I think I can still take you down
I touched briefly on the act of interdiction causing FSD drives to heat up - this alone might be the natural balance this particular interaction needs. A small, hot FSD cannot sustain an interdiction as long as a larger, cooler one whether one be the interdictor or the victim. A fleeing ship might in effect just have to "out cool" a pursuer. A successful interdiction could then see an increased FSD cooldown period for BOTH ships - so the Pirate has to hope they haven't bitten off too much - equally this then makes submitting a forced option due to heat if the victim wishes to avoid damage.
Basically, no "I win" insta-escapes and no "You loose" insta-interdictions, it's all about mass, equipment and skill. Just my thoughts on this rather contentious subject.
Scoob.