You mean, if criminal with gun will try to rob me, it's my fault? Corrupted logic.
Assigning legal or moral culpability after the fact doesn't alter the reality that these are knowable risks and that are almost always actions that can be taken to mitigate them. Refraining from these mitigations because you think the source of that risk is to blame is about as corrupted as logic can get. Blame is something you can fuss over later, if you survive...unless, of course your goal is to become a martyr.
Regardless, other players aren't criminals, even if they have their characters perform criminal actions in-game, and no rational degree of in-game punishment would deter all such activity. The deterrents we have are far less than rational, so that leaves in-game characters to look after themselves.
Ultimately, if my CMDR is subject to an interdiction he would rather avoid, I have made a mistake somewhere. Either I had him go to the wrong area, failed to notice a threat in SC in time to avoid the interdiction, failed to take appropriate maneuvers in SC to avoid an interdiction tether, etc. Whatever it was, I've squandered multiple opportunities to avoid the interdiction and am now given another chance to avoid problems for my CMDR via the tunnel game. I can fight it, and if conditions are favorable, escape this interdiction; I can minimax my losses and submit; or if I took the gamble and failed again, I find myself forcibly interdicted with a long cool down and perhaps the odds stacked against me in this continuing chain of choices I've been presented with.
Completely agree, but usually that problem have not well-experienced players who faces that problem. And usually they are raging because they lost ship for which they worked dozen of hours to buy. If only they has had chance to avoid interception, it wouldn't be a problem, but when they loosing without any chance, it huge demoralisation for them. Especially when they finds out that they have zero chances to survive against another player (well, I agree, that usually they also have zero chances against NPCs).
Experience comes from experiencing. If even an abject novice has done their basic due diligence in paying attention to the game and it's instructional materials up until this point, the most they can lose is so trivial it's almost comical. The experience will almost certainly be more valuable. Even if they haven't bothered to skim the manual, play any of the tutorials, and have somehow avoided all the warnings about flying without a rebuy, well that only increases the value of the lesson they are going to need to learn sooner or later.
I'm sure someone will claim that there is nothing to be learned from being yanked and shot down in seconds. I'd argue that if they didn't learn anything, they weren't paying attention.
Well, attackers usually have more experience with it, but even with equal experience, they will be in better situation due their ship. Slowpokes like Type 7 or Type 9 just won't be able to follow course as good as FDL if game will throw dices and rotate avoidiance direction by 40 degress. That's quite unfair, mainly in situation with players because as I said, there's huge gap between attacker-NPC and attacker-player.
Yes, I generally find it safest to assume the attacker has the advantage in the tunnel game, which is why most relevant interdiction avoidance gameplay comes before the interdiction tether is established.
About situation after interception, I know about trick with surrender to reduce fsd cooldown and know tricks with maneurity, but without thick enough shields or MRP you usually will loose engines and power plant/fsd in few seconds, especially if you piloting such slow ship as Type 9. Another question is about what's wrong with people who not using shields on freighers, but anyway, impossibility to avoid attacker, even after difficult 5 minutes "try-to-catch-me" mini-game looks unfair and, I guess, here's main problem why novices are dissatisfied.
Subjective perceptions of fairness are difficult to shape. Make novices feel like they have control and they'll have far too much control over any given situation for the game to be more than an exercise in unmitigated self-gratification once they get a little experience. Better to discourage some of the more fragile types early on, IMO...for the sake of those that stick around.
Forgot to add, flying without shield is really weird decision and that problem is on people who doing that.
Isn't that the sort of victim blaming you objected to at the beginning of this post?
Anyway, shields are just one tool of many. Novices often don't know how to leverage them well enough to matter, and many seem amazingly resistant to sound advice on the topic. More experienced players, who can make informed choices for their CMDRs, may well be able to omit shields and still be safe.
Well, all I see here is position "I want to fun and i don't care about all other people game experience".
That's about the only way I I interpret calls for things like PvP flags, or people who abuse features like blocking and the log off timer to exclude or spite those who don't adhere to precisely their personal ideals of how others should have their characters behave.
You can thank engineers for that.
Engineers had almost nothing to do with this.
Anyone who felt challanged by NPCs prior to Engineers was probably just much less experienced at the time, or is misremembering how impotent NPCs have generally always been.
Outside of those eight-Vulture gold traps I can't remember being challanged in PvE after my CMDR was able to afford a Viper III. ATR, wing assassination missions, and Thargoids, as silly as I think at least two of these are, are more challenging for a fully Engineered vessel than just about anything that existed before Engineers was for then contemporary CMDR craft. A single Vulture in 1.2 could lock down a CZ indefinitely and the Viper could do any assassination mission in the game.