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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