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?
- 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?
Last edited: