FD: Will 2.1 fix the abomination, that are the present interdiction mechanics?

I do get that ED needs to have interdictions, but I'm sorry, they don't need this lot:
- Interdictions by NPCs that are most certainly NOT directly behind you, as is required for a player to conduct an interdiction
- To be followed across multiple systems when you're in an Asp, making 25LY jumps, and the enemy is in an eagle without the capability
- "Insta" interdiction on arrival in system. Had one this morning, the mini-game never even made it into game before I was dropped out
- By ships with zero chance of winning a combat if/when they make a successful interdiction. e.g. he's in an Eagle, whilst I'm in a fully kitted out grade A Python. I get that the bad guys get leaked info from stations on what I'm carrying, and thus the justification for the rumour. Surely that "rumour", should also include some thought on the toughness of the target?
- That if I submit to interdiction and run back into supercruise, that most enemies now follow me, yet when I win the "mini-game" the enemy gives up. Why the difference?
- Ah yes the joys of the "mini-game". Examples including the fact that some are simply impossible to avoid (I'm using a Hotas and rudder pedals). More recently I've also had a number of examples where I'm part way through the mini-game, only for the target point to suddenly jump from the middle of my screen to a completely different vector. Yeah, how I love taking ship damage as a result of that.
- Just been scanned by an NPC when my ship has illegal goods on board. Nope, NO fine, but it was enough to wipe off the shadow mission. Why no fine? Where is the requirement to dump the goods. It's the equivalent of "speed" cameras in the UK. NOT there to make you slow down, only to make money. Just
- The ability of some NPCs to "emergency brake" into a target location, from a ridiculous distance back

Please FD, tell me that these will be fixed in 2.1, yes?
 
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No, they wont be fixed.
The interdiction mechanic has been broken ever since the game was first launched. FDev don't seem to care.
(By broken I mean that when interdicting you can achieved 100% success rate, and when being interdicted with the same ship it is just totally random and glitchy. That's just the way it is.)
 
I do get that ED needs to have interdictions, but I'm sorry, they don't need this lot:
- To be followed across multiple systems when you're in an Asp, making 25LY jumps, and the enemy is in an eagle without the capability

On my last exploration trip i had all the same NPC following me over 10k LYs in space in a FDL...
 

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I guess we can only speculate - but as NPCs will receive an overhaul for V2.1, many of these Details might just be properly dealt with... Maybe.

But as Beta isn't that far away anymore, we'll soon see and find out :)
 
All they need to do is to revert it to pre-1.4 mechanics. You could actually win the minigame back then. Now, it's simply submit, boost, jump.
 
I do get that ED needs to have interdictions, but I'm sorry, they don't need this lot:
- Interdictions by NPCs that are most certainly NOT directly behind you, as is required for a player to conduct an interdiction

You do not have to be directly behind

- To be followed across multiple systems when you're in an Asp, making 25LY jumps, and the enemy is in an eagle without the capability

agree - and when they just spawn anyway make new NPCs instead of having the same ones following you around

- "Insta" interdiction on arrival in system. Had one this morning, the mini-game never even made it into game before I was dropped out

Connection?

- By ships with zero chance of winning a combat if/when they make a successful interdiction. e.g. he's in an Eagle, whilst I'm in a fully kitted out grade A Python. I get that the bad guys get leaked info from stations on what I'm carrying, and thus the justification for the rumour. Surely that "rumour", should also include some thought on the toughness of the target?

This x 1000

- That if I submit to interdiction and run back into supercruise, that most enemies now follow me, yet when I win the "mini-game" the enemy gives up. Why the difference?

Because thats how it is. If a NPCs low wakes away I can just follow him and interdict him again. Whearas if I lose the mini game I am going to drop out and have to wait for my FSD to come back online. During that time the NPC can be somewhere entirely different.

Ah yes the joys of the "mini-game". Examples including the fact that some are simply impossible to avoid (I'm using a Hotas and rudder pedals). More recently I've also had a number of examples where I'm part way through the mini-game, only for the target point to suddenly jump from the middle of my screen to a completely different vector. Yeah, how I love taking ship damage as a result of that.

I like that the mini Game became so volatile - makes it more of a risk.

- Just been scanned by an NPC when my ship has illegal goods on board. Nope, NO fine, but it was enough to wipe off the shadow mission. Why no fine?

Bc you where in an Anarchy space ( I assume ) where your cargo is technically not illegal ( as is destroying the cops that scan you ).

Where is the requirement to dump the goods.

Yep - this is lacking to make smuggling really immersive.

It's the equivalent of "speed" cameras in the UK. NOT there to make you slow down, only to make money. Just

How do they make money if there is no fine?

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All they need to do is to revert it to pre-1.4 mechanics. You could actually win the minigame back then. Now, it's simply submit, boost, jump.


I still win the minigame 3 out of 4 times. It used to be way to easy...
 
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I just want interdictions to scale with Elite rank or something.

I'm in a Vulture or FDL fully combat ready but only single ships interdict me...... makes no sense!

I did notice in the beta notes traffic will be effected by system status so hopefully populated systems will be quieter and anarchy for example will finally see groups or pirates attacking you rather than a lone Cobra!
 
I seem to attract allot of cannibalistic pirates who wants my "tasty cargo" of slaves.. [where is it]

And I seem to attract pirates who find my Biowaste "tasty" :p

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I just want interdictions to scale with Elite rank or something.

I'm in a Vulture or FDL fully combat ready but only single ships interdict me...... makes no sense!

I did notice in the beta notes traffic will be effected by system status so hopefully populated systems will be quieter and anarchy for example will finally see groups or pirates attacking you rather than a lone Cobra!

I believe that the ship you are flying plays a role as well. Flying my Asp or Hauler Taxi, I appear to get interdicted a lot more than I am in my Anaconda. Other than that interdiction rate is quite low for me, unless I run missions (prime example: smuggling from Robigo).

The only thing that really bothers me is the broken mechanic where I get the FSD failure even when submitting immediately.
 
A lot of it is down to poor interaction between players connected to each other. Nearly every one of the issues I've encountered including instant vector change, instant fail, instant interdiction upon dropping from a jump, have all occurred with another player nearby. Since FD have gone with P2P, I don't see these issues going away easily. Furthermore, since the actual interdiction mechanic is poorly explained and unpredictable, sometimes it is really difficult to tell if what you are experiencing is actually a bug or expected behaviour. My standard solution to all interdiction attempts by NPCs is to submit and then immediately open fire, as that gives you the least chance of being scanned. Against players, I almost always win the mini-game, as I'm rather good at it and we are both on an even playing field with respect to bugs.
 
Hell I was constantly interdicted last night for my "big haul" of an EMPTY cargo hold....    is that? Very immersion breaking, very poor pure script based encounters.
 
Hell I was constantly interdicted last night for my "big haul" of an EMPTY cargo hold.... is that? Very immersion breaking, very poor pure script based encounters.


this I got interdicted so many times on my imperial courier running courier missions with no cargo and kept getting pirates interdicting me for cargo that didn't exist.



I also do hate being interdicted by peashooters when I'm on an anaconda or some other large combat fitted ship not to mention i'm dangerous combat-rank-wise
 
- By ships with zero chance of winning a combat if/when they make a successful interdiction. e.g. he's in an Eagle, whilst I'm in a fully kitted out grade A Python. I get that the bad guys get leaked info from stations on what I'm carrying, and thus the justification for the rumour. Surely that "rumour", should also include some thought on the toughness of the target?

"I just want all what is in your hold!" says the Eagle just before splattering to 720+ tons hauling Cutter's windscreen... Yea, them interdictors aren't the smartest apples in the basket.
 
I would love to see some of the issues with Interdiction be addressed. Though for the record while an egale jumping 25ly to follow you makes no sense and probably should be tweaked, I think some missions spawn persistent or same named NPCs that follow you till destroyed or the mission is completed. I don't think regular NPCs will follow a High wake. What I think they need to do though is to stop letting NPCs ignore the FSD cooldown period, I understand they wanted to make them persistent and follow you back in to SC if you low waked out but the fact they can instantly go back into SC where if you had interdicted them you'd be still on cool down is a bit to extreme.

I also think they need to look at the 'pirate' interdiction a bit since a lot of them seem to just either open up on you not giving a chance to drop goods or will flat out demand stuff from you when you don't even have any cargo. Lastly I think they need to look at the minigame itself as larger ships are an enormous disadvantage compared to smaller ships and for over half a year the escape vector will semi frequently freak out and move instantly in a 180 leading to an instant victory by the NPC in the minigame.
 
I do get that ED needs to have interdictions, but I'm sorry, they don't need this lot:
- Interdictions by NPCs that are most certainly NOT directly behind you, as is required for a player to conduct an interdiction
- To be followed across multiple systems when you're in an Asp, making 25LY jumps, and the enemy is in an eagle without the capability
- "Insta" interdiction on arrival in system. Had one this morning, the mini-game never even made it into game before I was dropped out
- By ships with zero chance of winning a combat if/when they make a successful interdiction. e.g. he's in an Eagle, whilst I'm in a fully kitted out grade A Python. I get that the bad guys get leaked info from stations on what I'm carrying, and thus the justification for the rumour. Surely that "rumour", should also include some thought on the toughness of the target?
- That if I submit to interdiction and run back into supercruise, that most enemies now follow me, yet when I win the "mini-game" the enemy gives up. Why the difference?
- Ah yes the joys of the "mini-game". Examples including the fact that some are simply impossible to avoid (I'm using a Hotas and rudder pedals). More recently I've also had a number of examples where I'm part way through the mini-game, only for the target point to suddenly jump from the middle of my screen to a completely different vector. Yeah, how I love taking ship damage as a result of that.
- Just been scanned by an NPC when my ship has illegal goods on board. Nope, NO fine, but it was enough to wipe off the shadow mission. Why no fine? Where is the requirement to dump the goods. It's the equivalent of "speed" cameras in the UK. NOT there to make you slow down, only to make money. Just
- The ability of some NPCs to "emergency brake" into a target location, from a ridiculous distance back

Please FD, tell me that these will be fixed in 2.1, yes?

My favorite is an eagle interdicting my Cutter telling me to hand over the 728t of cargo. Is it going to tie a string to it and tow it?
 
Never had a problem with interdiction's, they so rarely happen that I dont notice any issues.

Just spend an evening running cargo missions and prepare to be interdicted all night long. I've been interdicted 4 times just getting from one station in a system to another less than 1k ls away. There's more or less nothing you can do about it too. Once the NPC announces themselves they'll zip in from off the radar to end up right behind you. Bam! Interdiction. I've stopped to destroy one NPC only to re-enter SC and get interdicted again more or less straight away. Sometimes the sheer amount of interdictions you can get becomes a bit ridiculous.

Just flying around trading and minding your own business, then yeah I agree, interdictions are relatively few. Grab a few missions though and you'll be plagued by them.
 
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