Due to some NPCs becoming "attached" to you, it can lead to fairly rediculous illogical scenarios such as high wake jumping away from an NPc, to meet the same NPC waiting to ambush you again as you exit the jump into new system.
e.g. some missions have a condition where based on RNG an enemy ship will be sent against you - like Deliver X to Y mission, get message enemy ship has been sent against you.
normal npcs that try and interdict you are usually one and done, they are local to the system or at most chase you maybe 1 system onwards. But mission RNG npcs can never be dodged, never be escaped from - only killed or roll dice each system whether they will insta spawn to hunt you again.
due to that RNG, on long delivery missions from sothis, I've had entire bands of npcs (since 1 NPC per mission and if you stack 10-20 missions, you can get easily half dozen to 10 npcs in total constantly chan interdicting you
However the chain interdictions I can accept and live with as part of taking so many stacked missions. Consequences after all. So no big deal.
what is frustrating is due to the magic spawn and always attached to you, there is no outrunning them, ever. Yes you can escape in one instance in one system, but they will always spawn again, and based on RNG, I've had strings of 10+ jumps where the same npcs kept interdicting right after I jumped away from them in prior system.
no matter how buffed npcs get, I just wish they obeyed the same physical laws of the ED universe that we do. A high wake escape should mean they are forced to wake scan, spend time doing that then give chase to catch up. Not magically reappear in front of me when I just jumped away from them behind me.
e.g. some missions have a condition where based on RNG an enemy ship will be sent against you - like Deliver X to Y mission, get message enemy ship has been sent against you.
normal npcs that try and interdict you are usually one and done, they are local to the system or at most chase you maybe 1 system onwards. But mission RNG npcs can never be dodged, never be escaped from - only killed or roll dice each system whether they will insta spawn to hunt you again.
due to that RNG, on long delivery missions from sothis, I've had entire bands of npcs (since 1 NPC per mission and if you stack 10-20 missions, you can get easily half dozen to 10 npcs in total constantly chan interdicting you
However the chain interdictions I can accept and live with as part of taking so many stacked missions. Consequences after all. So no big deal.
what is frustrating is due to the magic spawn and always attached to you, there is no outrunning them, ever. Yes you can escape in one instance in one system, but they will always spawn again, and based on RNG, I've had strings of 10+ jumps where the same npcs kept interdicting right after I jumped away from them in prior system.
no matter how buffed npcs get, I just wish they obeyed the same physical laws of the ED universe that we do. A high wake escape should mean they are forced to wake scan, spend time doing that then give chase to catch up. Not magically reappear in front of me when I just jumped away from them behind me.