Fed up with the NPC chain interdiction cheat

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-
 
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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-
I have had what you have explained; done by human players. Therefore it is possible.
 
If you can get back into SC, then your attacker can get back into SC. If you submit, the timer is the same for both the attacker and yourself. If you fight, and loose, the interdiction, you and our attacker share the same cooldown. If you fight and win the Interdiction you will have left the attacker in regular space with the long cooldown. NPC's use the exact same timers as Players, that's exactly why they can chain interdict you. You must beat them at some point to get rid of them. Win the interdiction, destroy the attacker, or reach your destination.

Jumping to another system is the quickest way to get out of regular space with an attacker. An attacker spawned through a mission should still be waiting for you in the target system. High Waking really only delays the contest. You have to beat them at something.
 
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In hundreds of interdctions I have made myself, I have never had a shortened cool down. If I win the interdiction I have a long cool down which often forces a delay long enough I can destroy the other ship before I can go back into SC.
This behavior also existed prior to engineers, so this is not something which has been made possible solely by engineer mods.
-Pv-
 
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In hundreds of interdctions I have made myself, I have never had a shortened cool down.
This behavior also existed prior to engineers, so this is not something which has been made possible solely by engineer mods.
-Pv-

If you had someone submit to your interdiction you would have. NPC's never submit, so both you and the NPC acquire the same cooldown. You are right, there has been no change to this behavior due to Engineers.
 
What are you flying OP? Why don't you just kill them? Difficulty of NPC spawns seems to be tied to you rank and the value (or type) of the ship you are currently flying (with some randomness thrown in).

You should be able to take down whatever is following you even in a trade ship if you throw on some mine launchers (although from what we heard, NPCs won't be quite so dumb in 2.2).
 
The only thing that really ticks me off about interdictions is the constant requests for you to drop cargo when you have none. These NPC's should be made to have cargo scanners and to actually use them.
But then we have the problem that if you are carrying cargo, and drop some for them, they attack you anyway.
The one fun part is when you get the idiotic sidewinder or eagle that tries to interdict a far superior combat ship and starts making demands. :)
 
If you submit and low wake out you will have a high % chance of this happening.
If you do something to actively stop them (kill them, high wake, beat the minigame etc etc) then they stop.

Stacking missions can lead to multiple interdictions but from multiple NPC's usually.

Tl: dr - Do something to stop them.


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.

As other have said yes they do in this regards, your information is incorrect here.


If you are winning the interdiction minigame and staying in supercruise only for them to re-appear instantly then video and bugreport. If you are submitting they have identical cooldown to you and will follow you, try it with a player. I'll volunteer if you want.
 
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Chain interdictions are not a bug or a cheat. If you should be fortunate enough to escape a CMDR Pirate or ganker, you will be interdicted again and again until you high-wake.

NPCs making use of this tactic is legitimate, if annoying, gameplay.
 
I will repeat:
1) If I successfully interdict an NPC, I get a long cool down regardless if they appear to submit or not.
2) If I'm successfully interdicted by an NPC after attempting to win the minigame I get a long cool down.
3) If I submit to an interdiction by an NPC I get a short cool down.

If I'm interdicted by an NPC after traveling a considerable distance from the star, I get a short cool down and after escaping, I NEVER get interdicted by the SAME NPC identity again prior to reaching the station.
If I get interdicted by an NPC in very close proximity to the star, and I submit, I get a short cool down. After escaping, I get repeatedly interdicted by the same NPC who apparently has the same cool down period as I do.

In a "normal" interdiction where the NPC interdicts me well away from the star, I experience the behavior in points (1) or (2) above.
If I get taunted and interdicted in immediate proximity to the star and I submit, both myself and the NPC get a short cool down. This is not expected since when I perform the same action as the NPC, I get behavior (1).

The difference is how close to the star I get interdicted. Since interdictions very close to the star are more rare, they do not happen to everyone all the time, so most people will experience a "normal" interdiction.
In addition, I will experience a challenging heat environment damaging systems which the NPC appear to be immune to.
-Pv-
 
The rules for interdiction spins are related to your speed as you drop from SC. If the NPC is dropping their speed to min as they interdict you, and you are dropping to min as you are interdicted, there is no reason for either to spin.

Jumping into a system you are already at ~min speed, so chained interdictions are probable as you're unable to accelerate beyond the 'blue' after escaping, and the attacker wont be subject to spin. 'High-wake' is the solution to this.

To avoid interdiction game spins, slow down. You can play the interdiction mini-game at spin avoiding speeds, i.e a gradual throttle decrease to blue rather than/instead of [MinThrottle].
 
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I will repeat:
1) If I successfully interdict an NPC, I get a long cool down regardless if they appear to submit or not.
2) If I'm successfully interdicted by an NPC after attempting to win the minigame I get a long cool down.
3) If I submit to an interdiction by an NPC I get a short cool down.

If I'm interdicted by an NPC after traveling a considerable distance from the star, I get a short cool down and after escaping, I NEVER get interdicted by the SAME NPC identity again prior to reaching the station.
If I get interdicted by an NPC in very close proximity to the star, and I submit, I get a short cool down. After escaping, I get repeatedly interdicted by the same NPC who apparently has the same cool down period as I do.

In a "normal" interdiction where the NPC interdicts me well away from the star, I experience the behavior in points (1) or (2) above.
If I get taunted and interdicted in immediate proximity to the star and I submit, both myself and the NPC get a short cool down. This is not expected since when I perform the same action as the NPC, I get behavior (1).

The difference is how close to the star I get interdicted. Since interdictions very close to the star are more rare, they do not happen to everyone all the time, so most people will experience a "normal" interdiction.
In addition, I will experience a challenging heat environment damaging systems which the NPC appear to be immune to.
-Pv-

I will repeat:

NPC's never submit. Therefore what you are doing is different to what the NPC's are doing since you are submitting.

Find a willing friend and interdict them. On the first time get them to submit, the second get them to fight the interdiction.


The only time this does not apply is when you hit an object (star/planet etc) whilst submitting as you effectively do an emergency stop and have the long cooldown regardless. NPC's are not immune to heat damage, they just choose to ignore it. Heat weapons deal damage to NPC's, they take module damage when using SCB's too much. They do take heat damage.
 
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The chain interdictions from NPCs who do not suffer cool down is back and worse than ever in 2.3.10 after claiming this was fixed in a previous patch. In the course of transiting the star to the station, I often get interdicted by the same NPC 5-11 times before I limp into the station with almost no shield left.

2.3.0 (Guardians):
NPCs

• Fix NPCs not having the long FSD cooldown after interdictions

This is added to the Guardians problem where the same NPC will follow me into the station and get injected into the instance just feet from my ship as I enter the slot. The loud drop sound is enough to startle me every time, then the hopelessness of trying to avoid the ship

-Pv-
 
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The chain interdictions from NPCs who do not suffer cool down is back and worse than ever in 2.3.10 after claiming this was fixed in a previous patch. In the course of transiting the star to the station, I often get interdicted by the same NPC 5-11 times before I limp into the station with almost no shield left.

2.3.0 (Guardians):
NPCs

• Fix NPCs not having the long FSD cooldown after interdictions

-Pv-

Any evidence for this? You seem to be failing to read what others have said here - if you don't want to receive chain interdictions, then beat them at the mini-game, high wake or blow them up. Simple.
 
Interdictions are crap. NPC never follow the same 'laws' players are forced to follow
Combat / Interdictions, are unbalanced, and the OP is correct Frontier have know about this for years and still never fixes the AI / NPC and the ridiculous NPC interdictions

Fix all the basic GAMEPLAY Frontier, Elite dangerous is slowly dying, unless simple GAMEPLAY is fixed !

Communication Commerce Consequences


Communication:
Proximity chat underlying true VOIP multiplayer communications across platforms, factions / player groups / wings.
Commerce:
NPC / Ship behavior, Player trading, Background economy is 'real' and power play affects all background sims
Consequences:

Combat logging not allowed, Crime & punishment to mean punishment

Old thread about proximity chat
https://forums.frontier.co.uk/showthread.php/239890-UPDATE-2016-Carriers-Proximity-Chat-Bookmarks
 
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Look, if you can't beat an NPC of any rank in the interdiction Mini Game, you need to seriously think about playing NMS, and leave Elite.

You have to literally move your Stick/Mouse (Whatever your controller is) about 5 times to beat an NPC interdiction. Beat the NPC at this and you will never see him/her/it again!

Simples!
 
Look, if you can't beat an NPC of any rank in the interdiction Mini Game, you need to seriously think about playing NMS, and leave Elite.

You have to literally move your Stick/Mouse (Whatever your controller is) about 5 times to beat an NPC interdiction. Beat the NPC at this and you will never see him/her/it again!

Simples!

That's all assuming you get interdicted in the first place.

On the rare occasions NPC's do actually try to come after me, they usually end up face planting a star or planet. Or simply take so long leaving the local gravity well, I've left the system, picked up more missions, flown to Colonia, single handedly defeated the Thargoids, Empire, and Federation, and died of old age.

CMDR Cosmic Spacehead
 
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