This has been going on for over a year and is widely reported. No indication Frontier cares about it.
Observed:
Within a few seconds of jumping into a star, the NCP interdiction taunt and a few seconds later, an interdiction.
Submit and escape back into supercruise.
Within 10 seconds I see a white ship dot in view rapidly approaching me from straight ahead and another interdiction taunt from the SAME NPC or wing.
Interdicted again a few seconds later.
Rinse and repeat without end.
If the interdicting NPC ship or wing is superior in firepower or mass lock, the unarmed trader suffers increasing damage with each interdiction and escape.
The interdicting NPC(s) does not suffer a cool down penalty.
The inderdicting NPC(s) does not suffer heat damage from being behind me and closer to the star than myself.
Known solution:
High wake to a nearby system and back in again resets the NPC spawn.
This does not always prevent another chain from another NPC identity.
The current game code requires any ship interdicted next to the star after jumping in to high wake to another star to break the chain if combat is not desired.
Otherwise, combat to destroy the entity/wing is required. An unarmed trader will suffer more of these chains than a combat ship.
Expected:
All NPC should suffer the same interdiction cool down time period the human player would in the same situation.
All NPC should suffer the same heat penalty the human player would when attempting to interdict a ship next to the star.
Conclusion:
A taunt and interdiction within a few seconds of entering a system while in closest proximity to star ALWAYS results in a chain interdiction by the same NPC identity.
The chain interdiction is possible because the NPC do not suffer the same cool down and heat penalties the human player does in the same situation.
NPCs should have to play by the same rules as the human player, even if the rules are arbitrarily gamey or nonsensical.
When these chain interdictions happen to me many times a day, I want to stop playing the game.
-Pv-
Observed:
Within a few seconds of jumping into a star, the NCP interdiction taunt and a few seconds later, an interdiction.
Submit and escape back into supercruise.
Within 10 seconds I see a white ship dot in view rapidly approaching me from straight ahead and another interdiction taunt from the SAME NPC or wing.
Interdicted again a few seconds later.
Rinse and repeat without end.
If the interdicting NPC ship or wing is superior in firepower or mass lock, the unarmed trader suffers increasing damage with each interdiction and escape.
The interdicting NPC(s) does not suffer a cool down penalty.
The inderdicting NPC(s) does not suffer heat damage from being behind me and closer to the star than myself.
Known solution:
High wake to a nearby system and back in again resets the NPC spawn.
This does not always prevent another chain from another NPC identity.
The current game code requires any ship interdicted next to the star after jumping in to high wake to another star to break the chain if combat is not desired.
Otherwise, combat to destroy the entity/wing is required. An unarmed trader will suffer more of these chains than a combat ship.
Expected:
All NPC should suffer the same interdiction cool down time period the human player would in the same situation.
All NPC should suffer the same heat penalty the human player would when attempting to interdict a ship next to the star.
Conclusion:
A taunt and interdiction within a few seconds of entering a system while in closest proximity to star ALWAYS results in a chain interdiction by the same NPC identity.
The chain interdiction is possible because the NPC do not suffer the same cool down and heat penalties the human player does in the same situation.
NPCs should have to play by the same rules as the human player, even if the rules are arbitrarily gamey or nonsensical.
When these chain interdictions happen to me many times a day, I want to stop playing the game.
-Pv-
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