Getting EXTREMELY frustrated with a certain interdiction exploit

I wonder if FD do have a notion for ongoing content delivery via DLC (I feel they do not, yet!) and that some proper pirating could be delivered. I could not give a flying f&^k about 10 tones of whatever junk you're hauling I want your damn ship, now!
 
With better shields, armour and thrusters they DO have a good chance of surviving by escaping.

People are acting like if they fix this (because they've stated themselves that it is unintentional and they are going to fix it), then suddenly traders won't be able to escape and are somehow locked in a little box with the big nasty pirates.

That's just not true.
Traders can still run and still live as long as they learn how.
Get better shields and armour (don't put all your money into bigger cargo space) and learn how to do some very basic evasive maneuvers.

If you can't even do that much, then maby not even solo play is for you because that's the minimum effort to escape even NPC pirates.

Ok then. Any combat savvy rich traders out there want to equip a type 6 with the best armour shields and thrusters and see if they can out manouver a pimped out combat ship for long enough to escape?
 
Ok then. Any combat savvy rich traders out there want to equip a type 6 with the best armour shields and thrusters and see if they can out manouver a pimped out combat ship for long enough to escape?

ROFL!

I can't rep again, but I nearly tossed my coffee. Thanks Spivey! :)
 
With better shields, armour and thrusters they DO have a good chance of surviving by escaping.

People are acting like if they fix this (because they've stated themselves that it is unintentional and they are going to fix it), then suddenly traders won't be able to escape and are somehow locked in a little box with the big nasty pirates.

That's just not true.

.

You have no basis at all to state that. Neither, you, I and probably Sandro have any idea what the change is going to be. You're just making stuff up at this point.

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Ok then. Any combat savvy rich traders out there want to equip a type 6 with the best armour shields and thrusters and see if they can out manouver a pimped out combat ship for long enough to escape?

No. Because we know what the result would be against good pirates. The ones who are already being successful pirates. Against the other lot, I guess it depends how poor they really are.
 
I've nothing against pirates. I've been interdicted and submitted and after a short while the pirate actually understood I was willing to give some cargo (even if the SOB called me Boy - F F S I am probably a lot older than him). I've tried the boosting and got my thrusters shot away.

However I do have one MAJOR problem with this game and that is the scanner. Why should live ships have a different icon to NPC ships? It's like a great big f'ing magnet for someone wanting to pirate a real player. Get rid of the icon and make them the same as all other NPC ships, levelling the playing field. Then rewrite the NPC mechanics so they act differently. If intercepting through interdiction, a NPC ship should behave the same way; fight or flight or submission and players should be able to specify how much cargo the NPC should drop, or just carry on and use that limpet to open the cargo hatch.

At present if a trader jumps into a system, a pirate CMDR just goes "oh goody, lunch" and shoots across the system to intercept the live player. Being unable to identify initially because the icons are identical would level this inequality and make the job more realistic for pirates and traders.
 
I've nothing against pirates. I've been interdicted and submitted and after a short while the pirate actually understood I was willing to give some cargo (even if the SOB called me Boy - F F S I am probably a lot older than him). I've tried the boosting and got my thrusters shot away.

.

Judging by all the wailing and moaning in this thread I can only assume that was a bug. You should ticket it because it's apparently impossible to stop traders escaping. Without developing skills, tactics and figuring out a supporting loadout that it.
 
Wah! Wah! Wah! I can't kill people easily enough!

This isn't an exploit, it's a strategy. If you don't fight the interdiction you don't over-heat.

The bug would be your machine loading the tactical view slower than your opponent giving them precious seconds of a head start.
That could be fixed to sync the tactical view on initial interdiction.
 
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Judging by all the wailing and moaning in this thread I can only assume that was a bug.

Good God man, no. People get frustrated when they encounter something more difficult than what they are accustom to.
Since most games today are 'biased towards the less discerning player' the threshold for crying is really low.
 
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Good God man, no. People get frustrated when they encounter something more difficult than what they are accustom to.
Since most games today are 'biased towards the less discerning player' the threshold for crying is really low.

Condescending animosity will get you nowhere fast. :)
 
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I think the mechanic we have right now is working as intended.

However, pirates and bounty hunters need some equipment to mass lock their opponent, even if they are in a smaller ship.

Some kind of gravity well simulator that tricks the enemy ship's computer into thinking it is near a planet.

The FSD Inhibitor.

An internal module that fills up a slot from size 1 to 3, available in grades E to A, depending on what you want to invest. The bigger the size, the harder the module is to destroy (which would be a viable tactic for mass-locked opponents to get away - the module should be relatively easy to target and destroy, so it forces the mass-locked ship into combat). The higher the grade, the more ammo it has. Yes, ammo. It should have a limited source of "beacons" it shoots out.

Another piece of equipment would be the FSD Disruptor. Either a guided missile or a gun that takes up a hardpoint, maybe just a utility mount.... fired at a shieldless target, it causes the FSD to overload and malfunction, resulting in inceasing heat inside the ship, forcing the enemy ship to shut down the FSD drive to prevent taking heat damage.

A ten second cooldown would be needed before a restart of the FSD module would be safe again.


Again: Limited Ammo, and taking up valuable space.


Those would be the perfect toys for pirates and bounty hunters alike.

^ This

I do hate pirates, and think everything is working A-OK now, but this would add some fun :) - traders could use it too ;)
 
Evasive maneuvers in a type 7?! Have a clue.

Heat sinks, chaff, and sound heat/boost management is the only solution (in my humble opinion ;) ).

I was talking about the Type 6.
And I've flown that, and it certainly is possible to do evasive maneuvers.

Not as well as you would in a combat ship, but that's not the point. Just well enough for you to be able to escape before losing your shield (which should also be upgraded and equipped with a shield cell)

Ok then. Any combat savvy rich traders out there want to equip a type 6 with the best armour shields and thrusters and see if they can out manouver a pimped out combat ship for long enough to escape?

I've only done it against NPC's, but considering they hardly put a dent in my shield, I'd say it's possible.
Of course, we're not talking about "just" outmaneuvering here (because that would be silly to expect from a trade ship vs a combat ship), we're talking about a combination of evasive maneuvering, better shields, shield cells and better armour.
That most certainly will work.

No. Because we know what the result would be against good pirates. The ones who are already being successful pirates. Against the other lot, I guess it depends how poor they really are.

GOOD pirates SHOULD win.
Or are you trying to say that no matter how good the pirate is, they should always lose?
I'm talking about the "average" pirate here.

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Sorry for not reading all 28 pages, but these are my 2 creds:

The only real option for a trader against a pirate is to run. No trader with any sense is going to pull over when some massively over gunned goon waves at them. Fair enough.

If you want to see traders in open play, they have to have a chance to run. Or you'll be pirating pirates before long. Is this what you want?

I fly trader in open play. Your story sounds like it could be me you were trying to interdict. I was throwing heatsinks and chaff all over the place. :) You interdicted me 3 times before I made it to port. Cat and mouse. I got away that time. But it was close.

So, in my opinion, the gameplay mechanic works as intended.

Let's hope there'll be traders to raid in open play in the future as well, eh? ;)

Since you didn't read all 28 pages, I'll go easy on you.

The mechanic is broken because the trader (or in my case pirate, since im a bounty hunter) will ALWAYS be able to jump before you can get through their shields if they submit because the FSD recharge is lowered significantly if you do that.
The devs have confirmed that this is not working as intended and they're gonna fix it.
Yes, traders should be able to run.
No, traders shouldn't automatically get a free pass just because they submit.

We're talking about a broken mechanic here.
 
... gonna care. I'm not speaking to them.

You just did.

/huggs

Here's a simple question to the pirates. How would you respond if Interdicting a ship upon successful interdiction, you came out with possible no shields and 5-15% haul damage? Would you do things differently to alleviate the possible damage?

Maybe a successful interdiction does damage to both ships?
 
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My comment is as useless as this thread.
Sorry OP but cba.
(still iam grouchy enough atm to post this)
please forgive me
 
You just did.

/huggs

Here's a simple question to the pirates. How would you respond if Interdicting a ship upon successful interdiction, you came out with possible no shields and 5-15% haul damage? Would you do things differently to alleviate the possible damage?

Maybe a successful interdiction does damage to both ships?

Always wondered about this and agree it would be interesting to test. But I'd suggest putting some sort of variable damage only on the interdictor. The rational being their vessel is essentially taking all the strain to pull the other ship out of SC. And the bigger the target - with potentailly greater loot and easier to pirate - then the greater damage or potential for damage. This would help make aggressors think twice while giving victims more of a chance for a better fight against a likely superior combat ship.

To the OP: you have to be kidding us with this post. This is not an exploit.
 
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Pirate frustrations?

Got stopped near Yembo - first time I've been robbed so thought I'd try running in my T7 - he's in a Clipper and asks for 30 tons. I end up with 2% hull, he gets 30 tons.

Tell my contacts who are hunting - one of them finds him, interdicts and - he combat logs!!! lol

At this point I switch to group for my inward runs because theres no cargo insurance.

If trading in hi security systems traders need either better response from friendly law enforcement or much better shields - for ships of comparative base cost I didn't stand a chance.

Yeah they are big tough guys till they are confronted by a real hunter.
 
You just did.

/huggs

Here's a simple question to the pirates. How would you respond if Interdicting a ship upon successful interdiction, you came out with possible no shields and 5-15% haul damage? Would you do things differently to alleviate the possible damage?

Maybe a successful interdiction does damage to both ships?

Well that would just mean that Bounty Hunters would no longer interdict.

Assuming of course, that in the first case you meant that only the interdictor gets damage and no shields, while the interdictee gets to start with full shields.

People seem to forget that this is not just about pirates interdicting traders.
Bounty Hunters also interdict pirates, and pirates are using this little trick to get away as well.

I wouldn't mind if both ships got damage though. As long as both ships start on equal terms. (although I think the interdictor should be on slightly better terms, maby facing the interdictee. Since he's the one interdicting. Submitting would let you avoid the damage and spinning ship though, which would aid a great deal in escaping)

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Always wondered about this and agree it would be interesting to test. But I'd suggest putting some sort of variable damage only on the interdictor. The rational being their vessel is essentially taking all the strain to pull the other ship out of SC. And the bigger the target - with potentailly greater loot and easier to pirate - then the greater damage or potential for damage. This would help make aggressors think twice while giving victims more of a chance for a better fight against a likely superior combat ship.

To the OP: you have to be kidding us with this post. This is not an exploit.

Don't forget that the "aggressor" could also be a Bounty Hunter and the "victim" a Pirate... that would make your idea horrible.

Also, the devs said it was an exploit.
 
Well that would just mean that Bounty Hunters would no longer interdict.

Assuming of course, that in the first case you meant that only the interdictor gets damage and no shields, while the interdictee gets to start with full shields.

People seem to forget that this is not just about pirates interdicting traders.
Bounty Hunters also interdict pirates, and pirates are using this little trick to get away as well.

I wouldn't mind if both ships got damage though. As long as both ships start on equal terms. (although I think the interdictor should be on slightly better terms, maby facing the interdictee. Since he's the one interdicting. Submitting would let you avoid the damage and spinning ship though, which would aid a great deal in escaping)

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Don't forget that the "aggressor" could also be a Bounty Hunter and the "victim" a Pirate... that would make your idea horrible.

Also, the devs said it was an exploit.

I'm talking about both ships suffering damage. Again, this is just a though because there has to be a balance (not always an easy task). Maybe the damage to both ships is based on size/mass of the ship that is being pulled from supercruise.

From my perspective submitting should allow for a normal cool down of the Frame Shift Drive, just as if you are jumping between planets. But it seems that the other argument being presented is not allowing ships the ability to escape and forced to fight or give up cargo.

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My comment is as useless as this thread.
Sorry OP but cba.
(still iam grouchy enough atm to post this)
please forgive me


Well then, :)

View attachment 15361
 
yay, wings, hurray

so for those who play - you know - alone in your ship, against galaxy are being pushed out from the game ? How can single ship fight or run from wing of pirates, murderers etc. ?

Can you play the game alone after this ?

That's the thing about PvP - it's never about one v one, in a fair fight. It's always about someone who either has a faster computer/joystick, better in-game gear or more friends attacking someone without those things. It's all about setting yourself up to have the advantage. That's what games and sports are about. What Elite has going for it is that it's big enough to avoid other people, and we've got private groups and solo mode.


With better shields, armour and thrusters they DO have a good chance of surviving by escaping.

People are acting like if they fix this (because they've stated themselves that it is unintentional and they are going to fix it), then suddenly traders won't be able to escape and are somehow locked in a little box with the big nasty pirates.

That's just not true.
Traders can still run and still live as long as they learn how.
Get better shields and armour (don't put all your money into bigger cargo space) and learn how to do some very basic evasive maneuvers.

If you can't even do that much, then maby not even solo play is for you because that's the minimum effort to escape even NPC pirates.

Although I think the interdiction minigame needs to be fixed, and that if you want to run away you should be doing it by winning the minigame, I also agree that the potential losses for a trader being interdicted and killed are so large that people don't really have the time or resources to learn. If you're running a T6, you probably have assets of 5million credits or so, and losing a full cargo can wipe out a 1m of that if you're unlucky. If that happens three times you're almost back to the Sidewinder. How do they learn those tricks and why would they bother?
 
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