Getting EXTREMELY frustrated with a certain interdiction exploit

It really depends on how often you get pirated. At Yemba, a Type 7 with Gold getting pirated once loses around 70k if he has to drop 30t. If he has to drop 40t, it's approaching 180k.

If he gets pirated twice, that's where the real pain starts. The loss would then be so high that two more trips without being pirated would just make the loss back. But if they get pirated over and over, they won't be rich very long.

Yes but the galaxy map is big.
A trader can go hide somewhere and regain fast a lot of CR.
If a zone is risky, you are free to move away.
You can even do it in solo mode.
 
Last edited:
It really depends on how often you get pirated. At Yemba, a Type 7 with Gold getting pirated once loses around 70k if he has to drop 30t. If he has to drop 40t, it's approaching 180k.

If he gets pirated twice, that's where the real pain starts. The loss would then be so high that two more trips without being pirated would just make the loss back. But if they get pirated over and over, they won't be rich very long.

That confused me...

... Are you saying that players in open should have an option to avoid other players if it increases the difficulty of his chosen profession?

EDIT...or even perhaps also avoid npc's in solo?

Sorry if I misread that though.
 
Last edited:
It really depends on how often you get pirated. At Yemba, a Type 7 with Gold getting pirated once loses around 70k if he has to drop 30t. If he has to drop 40t, it's approaching 180k.

If he gets pirated twice, that's where the real pain starts. The loss would then be so high that two more trips without being pirated would just make the loss back. But if they get pirated over and over, they won't be rich very long.






Curious, when you counted that, did you count yourself as 34 whines or as 1 whine?


What if he pays an Eagle driver 75k a trip to cover his backside while the FSD charges?
If the Eagle survives, he's made "big money" if he doesn't... well that's probably more than his buyback (depending on fit, of course)
 
One of the mods already posted a link to one of the Devs confirming OP. It's a bug that there's no cool down on submit and this will be changed in future.

Op was wrong to call it an exploit as since FD rarely give open statements about game bugs only a few people know it's actually a bug and not an intended mechanic.

It's pointless crying about it and ragging on pirates and pvpers but I doubt that'll stop the loud trader minority.
 
One of the mods already posted a link to one of the Devs confirming OP. It's a bug that there's no cool down on submit and this will be changed in future.

Op was wrong to call it an exploit as since FD rarely give open statements about game bugs only a few people know it's actually a bug and not an intended mechanic.

It's pointless crying about it and ragging on pirates and pvpers but I doubt that'll stop the loud trader minority.

Yeah, this is actually kinda making me want to switch from bounty hunting to simply killing traders and pick up whatever's left when they die... just to spite them.
 
That confused me...

... Are you saying that players in open should have an option to avoid other players if it increases the difficulty of his chosen profession?

EDIT...or even perhaps also avoid npc's in solo?

Sorry if I misread that though.

I am stating facts, not conclusions.

Yes but the galaxy map is big.
A trader can go hide somewhere and regain fast a lot of CR.
If a zone is risky, you are free to move away.
You can even do it in solo mode.




This begs the question, why compete in Open Play for community goals with people who are immune to piracy because they're doing it in Solo in the first place? If you have to constantly abandon your Yemba route to get your money back in remote systems, you're not going to be carrying a lot of stuff in, and spending your entire time to end up in the Top 100% bracket while making no profit doesn't sound appealing.
 
Last edited:
I dont see that submitting to an interdiction the being able too quickly spool up FSD and then making a "tactical withdraw" as an exploit, deciding to withdraw rather than fight should be any players choice, Just because you can interdict another player doesn't mean that it should be a quick victory for the Pirate... If you choose the Pirate path that is an individual choice and you have to take the risk of an interdiction being unsuccessful either by not being able to pull them out of SC or that they choose to "tactical withdraw"...

To radically change this mechanic for a pilot to choose to run would advantage one players choice over another...
 
I dont see that submitting to an interdiction the being able too quickly spool up FSD and then making a "tactical withdraw" as an exploit, deciding to withdraw rather than fight should be any players choice, Just because you can interdict another player doesn't mean that it should be a quick victory for the Pirate... If you choose the Pirate path that is an individual choice and you have to take the risk of an interdiction being unsuccessful either by not being able to pull them out of SC or that they choose to "tactical withdraw"...

To radically change this mechanic for a pilot to choose to run would advantage one players choice over another...

Nobody is actually saying it should be an automatic win for the pirate.

But right now, submitting IS an automatic win for the trader.
 
One of the mods already posted a link to one of the Devs confirming OP. It's a bug that there's no cool down on submit and this will be changed in future.

Op was wrong to call it an exploit as since FD rarely give open statements about game bugs only a few people know it's actually a bug and not an intended mechanic.

It's pointless crying about it and ragging on pirates and pvpers but I doubt that'll stop the loud trader minority.

Yes of course, all those loud traders should be quiet and listen to the quiet, considerate, polite PVP guys telling us about this exploit that isn't an exploit. Perhaps the mod is right or perhaps he isn't. When a Dev comes here and says it is a bug, then fixes it so that haulers can be taken out without being able to escape, perhaps the noisy traders will shut up and let those caring PVP' ers gank them into group and solo play.
Oh by the way it was a crying pirate who started the thread in case you missed that.

---------
Notice how the op stated how big and strong his Cobra was against those nasty runaway haulers, would like to see him ganking even the nerfed Python if it was trading and being driven by a reasonably good combat oriented pirate, and whether he would stay and fight or run away like the prey he is crying about here. Oh yes then he would come on here and call for the Python's hard points to be nerfed to just 2 class 1's, as long as they leave his 400+ speed armoured Cobra tank as it is.
 
Last edited:
Good grief.

They're playing within the current game mechanics, if FD decide to change it in the future they'll play in those game mechanics.
 
Yes of course, all those loud traders should be quiet and listen to the quiet, considerate, polite PVP guys telling us about this exploit that isn't an exploit. Perhaps the mod is right or perhaps he isn't. When a Dev comes here and says it is a bug, then fixes it so that haulers can be taken out without being able to escape, perhaps the noisy traders will shut up and let those caring PVP' ers gank them into group and solo play.
Oh by the way it was a crying pirate who started the thread in case you missed that.


Enough with the hyperbole!

Traders can escape without the shorter FSD cooldown!

The point here is that it's nigh-impossible to stop a trader from escaping with the shortened FSD cooldown, so submitting to an interdiction is an auto-win for traders and an auto-lose for pirates.
(or an auto-win for pirates if a bounty hunter is doing the intercepting).

And a Dev HAS confirmed that this is not what they intended.

The cooldown is simply too short to be able to stop a target from just jumping away again without a chance to stop them.
 
I do think the FSD cool down should be longer.

Maybe not quite as long as when you lose the mini game but still, it should be longer.
 
I think the risk vs reward mechanic during interdictions needs a look-over.

Currently, there is no incentive for me to even play the interdiction minigame at all. Why would I?

The few times I tried, everything went fine until my blue bar was almost filled and the red bar was all but disappeared. Then suddenly the escape vector slips right behind me and there is no way in hell I am making that turn before my I get interdicted.

So I take damage and have to wait a long time for my FSD to cool down. I can still run, but I take additional damage if my attacker can keep up with me.

If I submit, on the other hand, I not only prevent my ship from taking damage, but my FSD recharges quickly enough for me to minimize damage before I can escape again.

Why would anyone try to play the interdiction minigame, then? Chances are that your attacker has bought the best FSD interdictor available, and it is obviously pointless to fight those. One day I even managed to hold my focus ON THE SPOT, entirely on the escape vector the whole frakking time, and guess what happened? I watched the red bar gradually fill up until my FSD cut out.

Currently, I see no point in playing the interdiction minigame. It's a shame, really... it require skill and should be really rewarding, but it isn't. If you try to play it, you only put your ship at risk. You minimize risk by submitting. Thus, an entire mechanic that took hours and hours of coding to put into the game gets competely circumvented.

Nobody plays it. Why would we? There's no reward in it for us, only risk. We can escape much easier if we submit. Less risk, higher chance of survival.

I think this needs some working on. Because it surely doesn't work as intended.

Yes, this is almost the only truly sensible post in the thread. The only possible advantage to playing the mini game is saving a few seconds travel time.

Ultimately what we should be aiming for is a mechanic where one player can try to interdict another, both of them play the mini game, and the outcome decides whether or not a battle takes place. We shouldn't ordinarily be seeing multiple interdictions and it should be harder to run away while in normal space than in supercruise. If there are any new modules to be made, they ought to give traders/interdictees a better chance of winning the minigame, an ECM to make interdiction harder, not some way of patching up the mechanic by blocking FSDs.

I'd suggest that:

1. If a pirate interdicts and loses, his FSDI goes into a cool down that is long enough for the trader to get away far enough that you can't interdict them again. At the moment I'm not sure that happens. Perhaps it should be as long as 60 seconds, but maybe 30s to discourage laziness. In fact I think winning a minigame ought to make you effectively immune from interdiction by anyone for a period of time.

2. If a trader submits, their FSD cool down should be at least as long as the pirate's and long enough for some sort of meaningful combat to take place.

3. If an interdictee loses, they should have a less harsh penalty on them - the penalty for losing should be that someone can shoot at you.

4. You have a better chance of avoiding interdiction by buying an anti-interdiction module. (so you get an arms race between pirates and traders. But make the playing field reasonably level so that someone without anti-interdiction still has a chance to avoid someone with a top end interdicter.)

So, reward people for playing the minigame and winning, give both sides the opportunity to equip themselves to win the minigame, and make the punishment for losing the minigame that the prey escapes or the attacker gets a decent chance to attack.
 
Last edited:
Enough with the hyperbole!

Traders can escape without the shorter FSD cooldown!

The point here is that it's nigh-impossible to stop a trader from escaping with the shortened FSD cooldown, so submitting to an interdiction is an auto-win for traders and an auto-lose for pirates.
(or an auto-win for pirates if a bounty hunter is doing the intercepting).

And a Dev HAS confirmed that this is not what they intended.

The cooldown is simply too short to be able to stop a target from just jumping away again without a chance to stop them.

No hyperbole just a criticism of whining pirates who want things too easy against fairly defenceless haulers. Perhaps the Pirate OP should learn to stay close enough to the target that he can pretty much mass lock it long enough to take it out, oh yes of course that takes skill not just pew pew.
 
I expect the submit, boost to be fixed in "early March" when 1.2/wings gets released. There needs to be a lot of mass lock balancing for teams to work anyway. It'll probably be tacked on there.

I dont see that submitting to an interdiction the being able too quickly spool up FSD and then making a "tactical withdraw" as an exploit, deciding to withdraw rather than fight should be any players choice, Just because you can interdict another player doesn't mean that it should be a quick victory for the Pirate... If you choose the Pirate path that is an individual choice and you have to take the risk of an interdiction being unsuccessful either by not being able to pull them out of SC or that they choose to "tactical withdraw"...

To radically change this mechanic for a pilot to choose to run would advantage one players choice over another...

It's an exploit in the same way, dumbfire chaff sidewinders camping stations, luxury trade farming, res farming, and 2 players farming each others bounties, are exploits, you're using game mechanics to gain a favorable outcome for yourself.
 
Back
Top Bottom