Does someone still do the Interdiction minigame?

Do you play the minigame?

  • Yes of course, i use it often!

    Votes: 99 26.7%
  • No i don't use it. Just submit boost jump

    Votes: 222 59.8%
  • My ship is too less agile for it!

    Votes: 20 5.4%
  • This is a minigame and we can win it? O.o

    Votes: 30 8.1%

  • Total voters
    371
  • Poll closed .
1. It's the same technique that is used to interdict someone or escape when you're too close to a star. I found that my winning (of the mini-game) was greatly improved by learning how to interdict someone else.
2. The bars don't react to "how centered the ''target'' is". Instead they indicate "how long you've kept the target centered". Keep the blue target centered and you'll win, once the red bars are cleared.
3. That's because human players mostly have a high-grade interdictor device and that the NPCs are lousy at interdicting.

Thanks for your reply.

1. I agree it's the same as the mini-game used to interdict someone - I have done that many times and that is equally annoying. I don't understand what you mean by "escape when you're too close to a star" - I assume you mean when you drop too close and you need to align with the escape vector - that's something entirely different?

2. We mean the same thing here - just I could have expressed my point better. I understand what you say - but the red bars movement for me is independent of how centred and how long the target is centred. Seems mostly random.

3. If I don't even get chance to play the mini-game with high-grade interdictors why bother with it. Anyway I thought class of interdictors just affects range, weight and power-draw. Relative size of ships affects the interdiction difficulty.

I would prefer interdictions to be as follows:

- the interdicting player has to get behind the target and close enough for the FSI range, target can try to prevent this (the skill and game play bit).
- interdiction is instant (remove the annoying bit)
- interdicting player drops into normal space with the target and spins out as normal (skill to get under control and lock on to and run down target)
- target just drops into normal space (skill on the target's side to react quickly to escape)

Lorewise we could say that Frameshift Interdictors collapse the targets frameshift "bubble" dropping them to normal space and use the same technology as Wing Beacons to "teleport" to the target's location.

Rather than the interdictng player spin out maybe cause the delay by the mini-jump as per the Wind-beacon mini-jump - still giving the target time to react and start their escape.

Also remove the ship damage done to the interdictor, it's just annoying and serves no real purpose in game.
 
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Depends on the ship I'm flying. I don't even bother in my Cutter. With my Cutter, the minigame is actually boost ramming the Elite FdL's that interdict me and see if they drop my shields by 1 ring or 2 while they make pretty sparkly explosions. Generally far quicker than deploying weapons, pew pew pewing, and then retracting and SCing out.


For my Anaconda, it's green. You don't want to make it angry.
https://www.youtube.com/watch?v=W-a-SstpnnQ
sorry saying this, but that loadout askes for 0 skills.. why even bother with putting cannons on it? LOL
 
I don't fight.

Just submit, and then kill my opponent !

The mini game is sometimes broken as we can instant win or lose depending of our position again the nearby star.

And to be honest, even with an agile ship, you can loose pretty fast. So what's the point of defensing against interdiction.
 
I'm in my Cutter for most of the near future..I dont play the interdiction mini-game.. just submit/FA off deploy and swat with impunity the annoying midge..
Maybe when I get more agile ship Ill attempt the mini-game.
o7
for the Empire
 
Thanks for your reply.

1. I agree it's the same as the mini-game used to interdict someone - I have done that many times and that is equally annoying. I don't understand what you mean by "escape when you're too close to a star" - I assume you mean when you drop too close and you need to align with the escape vector - that's something entirely different?

2. We mean the same thing here - just I could have expressed my point better. I understand what you say - but the red bars movement for me is independent of how centred and how long the target is centred. Seems mostly random.

3. If I don't even get chance to play the mini-game with high-grade interdictors why bother with it. Anyway I thought class of interdictors just affects range, weight and power-draw. Relative size of ships affects the interdiction difficulty.

I would prefer interdictions to be as follows:

- the interdicting player has to get behind the target and close enough for the FSI range, target can try to prevent this (the skill and game play bit).
- interdiction is instant (remove the annoying bit)
- interdicting player drops into normal space with the target and spins out as normal (skill to get under control and lock on to and run down target)
- target just drops into normal space (skill on the target's side to react quickly to escape)

Lorewise we could say that Frameshift Interdictors collapse the targets frameshift "bubble" dropping them to normal space and use the same technology as Wing Beacons to "teleport" to the target's location.

Rather than the interdictng player spin out maybe cause the delay by the mini-jump as per the Wind-beacon mini-jump - still giving the target time to react and start their escape.

Also remove the ship damage done to the interdictor, it's just annoying and serves no real purpose in game.
1. Yes, I see your point. To me it seems similar, it's just a matter of aligning targets, albeit the star doesn't fight you, while trying to align to the escape vector.
2 & 3. That hasn't been my experience. It's consistent, not random. I wonder if it's a matter of ping (I'm in the US) or CPU/GPU power. My framerate is usually in the 80s or 90s when I'm in space, which might help. (It drops to as low as 30-40 fps on a planet/moon or in a station.)

I understand your position. I think a lot of people feel that way.

I don't actually mind the mini-game, but it can drag on for quite a while sometimes. Still, I enjoy evading interdiction, since it can be a real challenge at times.
 
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I fight interdictions all the time when I'm not in a fully combat focused ship. If I'm combat fitted I will submit and simply kill the silly sod that interdicted me if they're hostile.

A mining or trading ship however, I'll always fight the interdiction as I personally consider the submit/boost approach a cowardly exploit that came about from Frontier not thinking things through fully and not having the courage to do anything about it after it became such an ingrained instinctual action for so many players that probably wouldn't know how to cope without it at this point.
 
I've been pirating people all night, and 90% of them tried to fight the interdiction, most lost, some submitted part way through, really quite varied.
 
I had a few more thoughts on interdictions.

1. Are you using a joystick? If not, I'm guessing it would be hard to avoid getting interdicted.
2. Make sure your engine speed is in the blue zone, so you have good mobility. I usually set it a little above the center of the blue zone, say at 2/3rds.
3. Try really hard to keep the escape target centered from the very start. It's hard to recover, if it slips away.

I evaded all 4 of the interdiction attempts on my ship tonight. It is definitely possible to win the mini-game.
 
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NPC interdiction - weirdness with the target, so submitted as I was going to lose anyway. NPC that interdicted me just sat there and stared back at me. What the hell?!

I would have blasted him to the other side of the galaxy only I was in a Sidewinder and he was in a Vulture with unknown intent.
 
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It's really too random. I lost the minigame while flying perfectly in a Sidey (very easy) and the other ship was something slow and clunky like a federal dropship. Couldn't have flown any better and still lost.
 
It's really too random. I lost the minigame while flying perfectly in a Sidey (very easy) and the other ship was something slow and clunky like a federal dropship. Couldn't have flown any better and still lost.

Maybe we'll need some videos. I've seen lots of footage by people winning the interdiction game, but none by people losing it (except for bugs).
 
This thread was started pre 2.2 release. Does the discussion take into account that after update the interdiction difficulty has changed?

Not all seem to notice it. But for some its quite drastic. I think it's gotten very hard for smaller ships. After 2.2 update I have not one a single interdiction in my cobra nor evaded. It was near impossible for me, lost even upon interdicting haulers, several times : (

I am out now trying how I do in my python...

EDIT: also with my pyhton I am suddenly out of luck. No sucess against Viper or T6. Really pre 2.2 it was possible to win interdictions like those. Me not like this. Is it bug?

EDIT EDIT: finally with python and class 4 interdictor (21 million credits!) I manage to win if I try really hard. It takes several minutes and requires extreme precession. If I lose my target only shortly out of center my progress is nearly nullified. Interdicting has gotten really that hard in 2.2! :-O
 
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Last time I bothered with the minigame is when the "fail on scan" smuggling missions were still around.

Nowadays I just submit and shower the attacker with juicy modded frags and packhounds so I can go about my way the soonest.

Both ways have their charm, I have to say :)
 
My cutter does 460m/s boost. Easier to just submit and boost then jump too next system. So far nothing has been able to keep up. Its utterly pointless trying to avoid interdiction in it. My courier does just under 650m/s and although it is agile enough in theory I rarely win so don't bother anymore. It is a useless game mechanic to me, that just takes up more valuable time from doing things I really enjoy.
 
I'm genuinely puzzled by how difficult evading interdiction seems to be for many of you. I'm a senior citizen; I don't have particularly good reflexes, my eyesight is not great, yet (humbly) I rarely lose an interdiction fight. I'm not sure if it's related to ship outfitting, CPU/GPU power, joystick or connection quality or something like that (I've got a high-end system), but the mini-game is definitely winnable. I'm in the US, so my ping to the servers isn't particularly good either. I'm not sure what the problem might be.

There's hope that the interdiction system has improved. According to the 2.2 patch notes FD has "Rebalanced interdiction difficulty based on AI pilot skill"

In the 2.2.01 patch notes FD states that "Hunter hostiles now obey the same cooldown as normal NPCs to prevent instant interdictions"
 
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I also wondered how it fighting the interdiction may have changed in 2.2, so three times tonight in my Orca I fought. Won all three times.
 
If I am in my Python or my Corvette I definitely attempt to evade the interdiction if I am "busy" and know the target isn't worth the trouble of dealing with. In a ship with decent maneuverability in SC I am able to evade NPC interdictions 99% of the time. If I am in a slow ship like my Conda Passenger Liner build, I just submit because the ship isn't fast enough in SC to be able to evade.

While I am not using one in the release version of 2.2, the Beluga Liner excels at interdiction evasion. I used one almost exclusively in the 2.2 Betas and I was able to evade 100% of the interdiction attempts made on me over those several weeks. I lost count at 55 attempts, but in the end, it was getting close to 100.

So, if anyone is looking for a great evader in the live version, you might want to give a Beluga Liner a try. You obviously need to be skilled in flying the mini-game too, but the ship has a huge amount of effect on your evasion success rate.
 
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