I think a tether (not to be confused with interdiction) should be added for FSDs. Not for wings either. Compared to the interdictor, there is no fine or bounty for tethering to an innocent ship's FSD. It needs more effort, though
The tether essentially works by establishing a "phantom tether" with the ship in front. It creates a virtual rope in which if you slow down too much or overshoot the ship too much, the ship in front is alerted. When this happens, the tether is cut and turns into an interdiction. If the interdiction takes longer than 30 seconds, the victim is free to go but the tetherer is pulled out of supercruise.
If the tether is not detected, the ship behind follows the ship in front. When the leading ship drops down, your own FSD drops with it to their location. No emergency drop, completely safe. However - the other ship's FSD is inhibited by the sudden drop of your ship, making it take longer to cool down. From here, the tether is broken and regular gameplay begins again.
The tether also works if the leading ship enters hyperspace, pulling you with it. When the leading ship finishes its jump, you and that ship are pulled out of supercruise.
This would be a more tactical gameplay feature in which pirates can minimise their bounty. If pirates are bad at interdictions, they have this method to do it discreetly without as much of a side effect. Although this tactic would generally take longer, it is more rewarding by not blowing your hull to shreds, allowing a quick escape if you misjudged the target.
The tether essentially works by establishing a "phantom tether" with the ship in front. It creates a virtual rope in which if you slow down too much or overshoot the ship too much, the ship in front is alerted. When this happens, the tether is cut and turns into an interdiction. If the interdiction takes longer than 30 seconds, the victim is free to go but the tetherer is pulled out of supercruise.
If the tether is not detected, the ship behind follows the ship in front. When the leading ship drops down, your own FSD drops with it to their location. No emergency drop, completely safe. However - the other ship's FSD is inhibited by the sudden drop of your ship, making it take longer to cool down. From here, the tether is broken and regular gameplay begins again.
The tether also works if the leading ship enters hyperspace, pulling you with it. When the leading ship finishes its jump, you and that ship are pulled out of supercruise.
This would be a more tactical gameplay feature in which pirates can minimise their bounty. If pirates are bad at interdictions, they have this method to do it discreetly without as much of a side effect. Although this tactic would generally take longer, it is more rewarding by not blowing your hull to shreds, allowing a quick escape if you misjudged the target.