Gladys The Cobra

The new level of interdictions, plus the increased danger of the opponents skills and equipment forced me to put Seymour into retirement. The primary reason was boost speed. Seymour was encountering opponents that could not be boosted away from.

So, I have switched to Gladys The Cobra.

Interdiction has forced every ship into being a combat craft first, and all other missions secondary. So, Gladys has "A" power, distribution, shields, sensors, etc. Glady's rebuy is more than double what Seymour's was. I still have cash for several rebuys, even after yesterday's Bloody Sunday. Master, Deadly and Elite opponents. Asp's and Pythons galore, maxed out. Got killed once, got down to 7% hull on another. Able to navigate using the cracked glass in holo, with about 2:30 to spare on O2.

Almost every system is capped/camped. Scoop, ADS ping, run.

Gee, thanks for the immersive roleplay, guys. Don't want y'all getting bored.
 
I have had a similar situation in the last few days. I'll now have to schlep a few hundred light years back to where my ships are parked then trade grind to fit out a Cobra. Oh, how I laughed! :)
 
Gladys has had some really bad hair days.

Despite CDR Kremmen's laudable research stating that interdictions are relatively rare, the NPC's attacking me have not apparently been following that thread. This needs to be brought to Sarah's attention. Her NPC's should follow the forum more closely. :)

This brings up a considerable concern: If I'm being interdicted in 1v1's now, against Master, Deadly, and Elite NPC"s, what will it be like when there are four of them against me?

I'm not a large ship pilot. I'm not interested in the activities required to amass enough credits for a truly large vessel. I'm primarily a small ship explorer, with the occasional cargo or bulletin board reputation run.

How to adapt?

I've tried going up in ship size, and capabilities, and it seems the result is nastier opponents. Also, the sunk cost in loaded cargo holds is quite annoying in a larger ship. I expect to lose the bounties and data, anyway. Fortunately, my insurance cushion is an excessively paranoid one, with many times the rebuy cost.

The real problem is having to fight off nastier opponents, who spawn with great regularity in a larger ship. The loss of precious playing time is the issue here. I expect to lose hulls, cargo, credits, bounties, and data. These can be earned back. The two hours a week night cannot be regained, and require headache pills, and a comfy Golden Retriever to soothe me as I take a recovery nap.

So, I think I'm going to commission Seymour The Fifth. The Adder is more maneuverable, and is very inexpensive to operate, and insure. Very flexible ship. Much better than a starting Sidewinder. This new ship will be built around jump range, "D" class gear, and dispensing with the ADS/Detailed Surface Scanner, to gain 2 slots. The ADS can be bought back, should I wish to go far out again. It will be able to fill all the bulletin board missions. It will have a medium mount, and two small mounts, giving me a decent chance against smaller opponents.

The idea will be to stick to an area at the edge of inhabited space, where I have gained good reputations with most of the factions. 2 jumps out, and 2 jumps back, at the most, from my home base.

I am reducing my expectations, because of the increased risk that I have been encountering, personally. You may have experienced fewer interdictions yourselves, or have been better/luckier pilots. This is OK. I have to go with my own experience. It's easier to lose the Adder, than the Cobra. And, I've already explored most of the nearby systems, so I'm not losing much in the way of gathering data.

The game changes, and I must adapt. There is no risk-free environment in this game. The challenge is in managing that risk. I'm going back to smaller expectations.
 
The idea will be to stick to an area at the edge of inhabited space, where I have gained good reputations with most of the factions. 2 jumps out, and 2 jumps back, at the most, from my home base.

I am reducing my expectations, because of the increased risk that I have been encountering, personally. You may have experienced fewer interdictions yourselves, or have been better/luckier pilots. This is OK. I have to go with my own experience. It's easier to lose the Adder, than the Cobra. And, I've already explored most of the nearby systems, so I'm not losing much in the way of gathering data.

The game changes, and I must adapt. There is no risk-free environment in this game. The challenge is in managing that risk. I'm going back to smaller expectations.

I wouldn't be surprised if systems towards the edges of known space have lower security ratings, thus more interdictions.

Perhaps you might actually be safer moving closer to the core (the general advice about moving away, is if you want to avoid CMDR interdictions, with no consideration to NPCs.)

This would go some way to a possible feature-not-bug explanation of the anecdotal evidence of pilots reporting few or no interdictions, while others report continuous interdictions. I've experienced both extremes, in different places. Perhaps some research is in order.
 
What kind of ship is Seymour?

An Adder.

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I wouldn't be surprised if systems towards the edges of known space have lower security ratings, thus more interdictions.

Perhaps you might actually be safer moving closer to the core (the general advice about moving away, is if you want to avoid CMDR interdictions, with no consideration to NPCs.)

This would go some way to a possible feature-not-bug explanation of the anecdotal evidence of pilots reporting few or no interdictions, while others report continuous interdictions. I've experienced both extremes, in different places. Perhaps some research is in order.

That project is already underway. See Commander Kremmen's interdictions thread.

Most of the systems are corporate, high-security Federation systems, in my area. The anarchy systems are now strict no-go areas.
 
An Adder.

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That project is already underway. See Commander Kremmen's interdictions thread.

Most of the systems are corporate, high-security Federation systems, in my area. The anarchy systems are now strict no-go areas.

I too am flying an Adder and I have added some info regarding interdictions and NPCs in No-Population Anarchy systems to another thread:

https://forums.frontier.co.uk/showthread.php?t=53738&page=243&p=1826478&viewfull=1#post1826478

but tl;dr - A crazy amount! :)
 
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My ship - the "Sir Robin", a T7 with no guns but with A class thrusters, A4 shield, and lots of point defences - has very little troubles with the increased interdictions.
 
My T-7 the "-Dave II" also has no problem jumping back into FSD after interdiction, it carries no weapons and has D-rated thrusters I suppose the main advantage of a bigger ship is that it doesn't suffer mass lock unlike Seymour et al
 
Currently in my Asp but thinking about heading out for some exploring, so will pass by some no pop anarchies and see what happens. Not sure why I'd want to take a large trading ship to somewhere without a dock though :)
 
Could you fly your T7's around COL 285 Sector, or another No-Pop Anarchy Sector for a bit and report your findings?
"Sir Robin" is currently grinding empire rep while dealing in slaves around Siddha. When / if he finishes that, he'll be chopped into scrap and carried away by the Imperial clipper that's waiting to replace him. Might pay a visit to col 285 then :)
 
"Sir Robin" is currently grinding empire rep while dealing in slaves around Siddha. When / if he finishes that, he'll be chopped into scrap and carried away by the Imperial clipper that's waiting to replace him. Might pay a visit to col 285 then :)

The minstrels were already converted into food cartridges?
 
Just upgraded my power, distribution, and lower weapons after a nasty encounter with an NPC Asp. It had railguns out the wazoo. Ouch.
 
The new level of interdictions, plus the increased danger of the opponents skills and equipment forced me to put Seymour into retirement. The primary reason was boost speed. Seymour was encountering opponents that could not be boosted away from.

You steam a good ham, Seymour!

3F18_06_houseonfire.jpg
 
Took my Asp with D3 shield out into the unknown a few days ago, passed through sector 285 and if I stopped to scoop I'd be interdicted pretty much every time - took some nice damage getting out into unpopulated space but was able to escape with shield intact (damage was through being pulled out of SC)
 
My unnamed hunter killer T6 fears no NPC interdiction.
It can boost away from anything heavy enough to scratch the paint.
Any light weights silly enough to try get exploded.

Largest scalp so far was a dangerous Asp, 30,000Cr bounty claimed by my T6.

One unhappy human cobra CMDR, left with some of my cargo but 30% of his hull missing,
bitterly complaining about how I had lost both of us profit.
Twas well worth the expense LOL.
 
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