What a juicy thread.
The issue at hand is the auto win flee mechancis in place and how it promotes a trigger happy pirate. The suggestions I'm seeing are trying to address masslock and whether or not high waking can ignore it or not. Personally I don't see this as a good way to address the issue.
Would it be better to address the issue through some avenue other relationship?
For example...
FSWS instead acts more or less like a non-consensual wing beacon, automatically slaving the pursuing ship's FSD to the fleeing ship's FSD, and hard dropping both into sublight on arrival at the fleeing ship's target system.
-Not unlike what thargoids would do in previous games I think? This maintains the chase gameplay, and the fleeing ship can maybe out-maneuver the pursuer long enough that they jump before the pursuer completes the FSWS.
Jumping while in masslock damages the FSD by an amount depending on the masslock factor.
-Very possibly causing malfunctions. This would definitely make it more dangerous if you're submit hopping several times during a journey. Ultimately though it's nothing a reboot can't fix, however at that point the lost time might not be worth the saved cargo.
Increase the heat generation of FSDs depending on the masslock factor.
-Also very possibly causing malfunctions, or better, a melted cargo hatch. Probably one of the simpler approaches I think.
The issue at hand is the auto win flee mechancis in place and how it promotes a trigger happy pirate. The suggestions I'm seeing are trying to address masslock and whether or not high waking can ignore it or not. Personally I don't see this as a good way to address the issue.
Would it be better to address the issue through some avenue other relationship?
For example...
FSWS instead acts more or less like a non-consensual wing beacon, automatically slaving the pursuing ship's FSD to the fleeing ship's FSD, and hard dropping both into sublight on arrival at the fleeing ship's target system.
-Not unlike what thargoids would do in previous games I think? This maintains the chase gameplay, and the fleeing ship can maybe out-maneuver the pursuer long enough that they jump before the pursuer completes the FSWS.
Jumping while in masslock damages the FSD by an amount depending on the masslock factor.
-Very possibly causing malfunctions. This would definitely make it more dangerous if you're submit hopping several times during a journey. Ultimately though it's nothing a reboot can't fix, however at that point the lost time might not be worth the saved cargo.
Increase the heat generation of FSDs depending on the masslock factor.
-Also very possibly causing malfunctions, or better, a melted cargo hatch. Probably one of the simpler approaches I think.