I wonder if incentivising actually fighting the interdiction rather than submitting.
They was I see it submission should be for when it is a security force or Naval force vessel making a routine stop and your clean so you submit, be scanned and confirmed as clean so they don't bother you for the rest of your stay in the system
OR You submit as you are going to fight
Where as if you don't want to submit, because you don't want to be pirated or stopped by the authorities, then you fight the interdiction.
Cf the Persistent NPCs that keep following you if you submit and then immediately leave, but if you fight the interdiction, won or lose they don't follow you after the scene is over.
Now I know we are talking about Players vs Players but I think the NPC interaction reflect the intent.
Of course I don't have a solution and my own bias is in play as this is how I play.
If I am interdicted by a player and I am not looking for a fight, I will resist the interdiction, if I win, I carry on, if I lose then I concede to the pirates demands.
Flipping the cool down timers for submit or resist wont work as when you submit for police when clean, it just is extra time to wait, and we know how much people hate that.
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I got repeatedly interdicted by a wing of 4 bounty hunters in Eravate tonight, flying Pythons, FDLs and Cobras... I should've died really as I was on my tod in a Vulture, but managed to HW out every time with moderate to heavy hull damage (mainly because I stopped to fight) - so you see ladies and gents, it is not just the bane of pirates and murderers, but also hurts bounty hunting.
Some have mentioned wake-scanners as the solution.... but they're not, because if you catch up to the high-waker, they can escape every time using the same tactic.
Perhaps there should be some kind of high-wake inhibitor utility available for pirates and bounty hunters that stops a target HW'ing for a certain amount of time (the delay would be dependant on class of the device fitted). The drawbacks could be that it is expensive, uses lots of power and requires ammo.
Thoughts?
Makes perfect in-game sense. They don't work via the same methods. Low shift uses warped space and thrusters, and so is disrupted by nearby mass, and disabled by nearby mass in high concentrations compared to surrounding space. With gravity field spread over a wide area, like with rings, is the same as activating low shift in any other gravity field, such as the system's star, and is slowed consistently. High shift goes through witch space, and has nothing to do with warping space-time in front of the ship.
Combining there two, a witch space disruptor (could even be Thargoid tech from the old war)
Prevents high wakes, but not low wakes, as it is only stopping the jump to Witch space, and it effects all ships in the area, friend or foe, thus cutting off that means of retreat for both sides.