General Expanding on Interdictions

I don't have in mind the way the entire interdiction mini game could be expanded but it seems like the present interdiction could be considered the last part. The actual interdiction game could begin as soon as an NPC decides to interdict but Isn't right on your tail yet. The point of this part of the game is to lose the interdictor before you are flying through the final tunnel.

The first part might involve tunnels that branch into more tunnels. Which tunnels can be entered is determined by your super cruise speed. Some tunnels require faster speeds to enter but are also narrower requiring better piloting skills. Slower tunnels have greater turbulence meaning heavier ships have the advantage. Heavier ships create a supercruise wake meaning smaller ships have a harder time following their tunnel directly. Instead smaller ships have to gain ground by choosing faster tunnels.

There could be other characteristics of the tunnels making them better suited to different types of ships. These tunnels branch, intertwine, connect, split, reconnect, and when near objects in space some tunnels might veer toward them to emulate an idea, for example, of using a planet's gravitational well for some advantage, or to pass through the rings of a planet so as to emulate losing the pursuer in the asteroids.

Since the interdiction game would become longer, I propose that based on how fast the tunnels you traveled were, you always end the interdiction near your destination, if you have one, and how long the mini game is, is based on how far from the destination you are.
 
I don't have in mind the way the entire interdiction mini game could be expanded but it seems like the present interdiction could be considered the last part. The actual interdiction game could begin as soon as an NPC decides to interdict but Isn't right on your tail yet. The point of this part of the game is to lose the interdictor before you are flying through the final tunnel.
Assuming you're against NPCs, then this is already the case - there's plenty of opportunity within the existing supercruise mechanics to make sure that they don't get behind you and close enough and pointing the right way all at once.

Against players, they can obviously just get into final interdiction range before notifying the game of their intention to interdict, so it'd be difficult to make this apply there.

In my view the interdiction is really the first part of the combat sequence - you have a chance to escape there, and then it's on to running away in normal space / fighting until the cops show up / destroying your attacker / etc. There's already too much chance to escape the interdiction that it makes the rest of the combat sequence optional (again, vs NPCs ... balancing the same mechanism for NPCs and players is tricky)
 
I don't have in mind the way the entire interdiction mini game could be expanded but it seems like the present interdiction could be considered the last part. The actual interdiction game could begin as soon as an NPC decides to interdict but Isn't right on your tail yet. The point of this part of the game is to lose the interdictor before you are flying through the final tunnel.

Hmm, not flying in high traffic lanes, spiraling in to destination, keeping an eye on any NPC or player moving to get behind you etc etc. Anyone who leaves the actual interdiction part of the game until they actually get interdicted are the ones who come on the forums to complain. Oh sure there are indeed players who want to get interdicted because they enjoy the fight and etc, but if you don't want to get interdicted you need to start as soon as you enter a system, not wait until they are actually interdicting you.
 
Assuming you're against NPCs, then this is already the case - there's plenty of opportunity within the existing supercruise mechanics to make sure that they don't get behind you and close enough and pointing the right way all at once.

Against players, they can obviously just get into final interdiction range before notifying the game of their intention to interdict, so it'd be difficult to make this apply there.

In my view the interdiction is really the first part of the combat sequence - you have a chance to escape there, and then it's on to running away in normal space / fighting until the cops show up / destroying your attacker / etc. There's already too much chance to escape the interdiction that it makes the rest of the combat sequence optional (again, vs NPCs ... balancing the same mechanism for NPCs and players is tricky)

The point about not knowing a player's intent is a real problem and a bit of a shame. In a nutshell, I think my idea is to turn the interdiction game into a tunnel racing game through the solar system, to the destination. Does it make sense? Sometimes, maybe. What are the tunnels though? How long should it last? Is winning the interdiction/race a form of fast travel? Can it be abused?

A tunnel racing game could be fun and interesting with all of the ship choices that are available and if the tunnel complex was interesting enough and victory was achievable with good piloting by all ships. I suppose they could make the interdictor have a minimum and maximum range so that you can't be too close either. It might not be necessary to require a certain angle of attack for the interdicting ship to approach from. If the interdictor were approaching from the opposite direction when the race begins, the interdictor's tunnels have to turn him around.

How would the science of the Elite game universe explain the tunnels, especially if not all ships could travel all tunnel segments? That might be a problem. I even thought some tunnels might be very hot, meaning certain hull types or shield types would allow a ship to travel it while taking little or no damage. A tunnel near a sun might be hot while one through an asteroid field might have tiny pebbles and rocks littered through the tunnel meaning kinetic resistances would be helpful.
 
I think my idea is to turn the interdiction game into a tunnel racing game through the solar system, to the destination.

Sounds, like the worst possible thing I could imagine a space ship flying game to be. Many of us purchased the game to fly space ships though the blackness of interplanetary and interstellar space, and you want to turn it into a tunnel racing game? Just no...no.

Does it make sense? Sometimes, maybe. What are the tunnels though? How long should it last? Is winning the interdiction/race a form of fast travel? Can it be abused?

No it doesn't, it doesn't at all, and you saying it does certainly isn't an argument that it's true. Now we are tunneling through stuff, in interplanetary space, right, still not making sense. Now it's fast travel? Can it be abused, everything can be abused.

A tunnel racing game could be fun and interesting

Then go and buy a tunnel racing game, here, go for your life, just don't think for one moment it belongs in ED, it doesn't.

 
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