The Situation:
I am travelling around in Supercruise and my scans spot a target "wanted" baddie only 10 - 20 Ls away.
I manoeuvre to be directly behind him and the distance between us is still 10 - 20Ls only to be told he is out of range of my FSD Interdictor unit.
He accelerates away from me, with me still directly behind him all the while and the distance between us increasing and my FSD steadfastly reports "Out of Range".
The distance between us gets larger and larger and the chase to catch up and close the gap takes a long, long time...and then.... when I am caught up to 240 - 250 Ls away from him "magically" my FSD Interdictor unit is now "In Range" and can be used.
In all this time, the target was ALWAYS directly ahead of me, there has been no change in the relationship between our two vessels except for the fact that I have been "prevented" from using my FSD Interdictor unit by the gameplay mechanic.
The end result is the same....
After some minutes of wasted time there finally is an interdiction "tug-of-war" with a win or a loss.
If interdiction is successful, there is a battle and some jousting fun (which is the real point of the interdiction).
The "boring" wasting of time bit adds no value to the game-play whatsoever and is (IMHO) totally inane, so why have it? It defies all logic.
This ridiculous and time-wasting farce occurs 90% of the time (I will capture it and post to U-Tube as an example for folks to see, I think).
Similarly, Why is it that on many occasions even if you win the Interdiction tug-of-war you come out of the process with an Interdiction success, but with damage to your ship (loss of integrity %)?
I would have thought it better that the "victor" were undamaged and the loser minimally damaged.
But if the instigator of the Interdiction attempt lost in the tug-of-war s/he deserves to be punished for 'trying and failing' and the person s/he tried to interdict should escape with no damage - that would be fairer.
Who thought this perverse game mechanic up?
I am travelling around in Supercruise and my scans spot a target "wanted" baddie only 10 - 20 Ls away.
I manoeuvre to be directly behind him and the distance between us is still 10 - 20Ls only to be told he is out of range of my FSD Interdictor unit.
He accelerates away from me, with me still directly behind him all the while and the distance between us increasing and my FSD steadfastly reports "Out of Range".
The distance between us gets larger and larger and the chase to catch up and close the gap takes a long, long time...and then.... when I am caught up to 240 - 250 Ls away from him "magically" my FSD Interdictor unit is now "In Range" and can be used.
In all this time, the target was ALWAYS directly ahead of me, there has been no change in the relationship between our two vessels except for the fact that I have been "prevented" from using my FSD Interdictor unit by the gameplay mechanic.
The end result is the same....
After some minutes of wasted time there finally is an interdiction "tug-of-war" with a win or a loss.
If interdiction is successful, there is a battle and some jousting fun (which is the real point of the interdiction).
The "boring" wasting of time bit adds no value to the game-play whatsoever and is (IMHO) totally inane, so why have it? It defies all logic.
This ridiculous and time-wasting farce occurs 90% of the time (I will capture it and post to U-Tube as an example for folks to see, I think).
Similarly, Why is it that on many occasions even if you win the Interdiction tug-of-war you come out of the process with an Interdiction success, but with damage to your ship (loss of integrity %)?
I would have thought it better that the "victor" were undamaged and the loser minimally damaged.
But if the instigator of the Interdiction attempt lost in the tug-of-war s/he deserves to be punished for 'trying and failing' and the person s/he tried to interdict should escape with no damage - that would be fairer.
Who thought this perverse game mechanic up?