Infinite NPC Interdictions

If you're having trouble with interdictions that you can't beat by any of the following methods:
- use SCO boosts and varied approach angles to avoid the NPC establishing a tether at all [1]
- beat the interdiction mini-game to leave the NPC dropped in normal space where they can't bother you
- kill the NPC for having the temerity to attack you
- as a last resort, dump some of your cargo to distract them while you run

Don't forget the old, "emergency drop from SC when you see a pirate threatening you in the chat" trick. Sure you might take some damage but it does shake them off! Of course if you can zero throttle and get down slow enough you won't even take any damage. I suspect we dealing with a "fly in straight line directly to the station" problem here though, that will cause some angst for players not used to hauling goods!
 
I have been hauling for the CG every day for over a week and have not been subject to a single interdiction attempt, such a shame as I am sure I would have sent them packing with my fireworks launching Flack Cannons.
 
Having used a T9 years ago and suffering high loss rates to npcs I stopped using them for jumps between systems, reserving them for station to carrier and vice versa. Too big and slow for me, and I am not bad at evading interdictions although less successful in a T9.

Been using an unarmed cutter for colonisation deliveries and only occasionally getting interdicted. No losses.
 
Don't forget the old, "emergency drop from SC when you see a pirate threatening you in the chat" trick. Sure you might take some damage but it does shake them off! Of course if you can zero throttle and get down slow enough you won't even take any damage. I suspect we dealing with a "fly in straight line directly to the station" problem here though, that will cause some angst for players not used to hauling goods!

On a related note, if you're anywhere near a planet, don't try to escape an interdiction.
Just faceplant the planet instead.
NPC might follow you in and you'll have to evade until your FSD cools down but then, once you jump back into SC, the NPC will almost certainly get "stuck" in proximity of the planet and you'll never see them again.

I have been hauling for the CG every day for over a week and have not been subject to a single interdiction attempt, such a shame as I am sure I would have sent them packing with my fireworks launching Flack Cannons.

I've been interdicted quite often.
In fact, whenever I see a Mamba or FdL in-system I deliberately try to manoeuvre so I'm in front of them.
Earned me about Cr30m extra for the other CG, put me in the top 25% and is currently set to earn me around Cr300m.

Which is why I fly a Cutter when things could get explodey.
 
And something that they have access to... I was working towards it, but my dislike of wide turning radius of large ships, particularly in supercruise, made me abandon the effort.

To me, the biggest fail of Trailblazers is not releasing another large cargo ship.
Yeah, I mean I get how 700 ton was enough previously because the biggest thing we needed to shift was tritium. 2 runs in a Cutter of T-9 isn't that bad. Everything else would be because we'd decided to spam a trade route.

Now we have gameplay that's telling us to go grab thousands of tons of stuff in a 4 week window, I absolutely understand why people are being even more noisy about a Panther Clipper.
 
Yeah, I mean I get how 700 ton was enough previously because the biggest thing we needed to shift was tritium. 2 runs in a Cutter of T-9 isn't that bad. Everything else would be because we'd decided to spam a trade route.

Now we have gameplay that's telling us to go grab thousands of tons of stuff in a 4 week window, I absolutely understand why people are being even more noisy about a Panther Clipper.
Honestly hauling stuff to build my outpost wasn't as bad as the installations. Just because I've been ending up with 50 tons each of this or that and I'd grab a load of it from a supply station and have to do a round trip.

I'd love it if like... selling stuff to in-system markets contributed to ongoing construction projects, even if it wasn't as lucrative or took a while for the goods to be converted from "commodity market stock" to "station completion progress".
 
…but no interdictions means I don’t get to fire my Packhounds, and four of them make such pretty patterns.

Yes, they’re a bit useless but I swear some npcs are hypnotised by them and forget what they came for.
 
Have you been naughty, are you wanted, or have unfinished missions? That might explain the feeling of "infinite" interdictions.

While doing the hauling for my outpost, I encountered one single pirate that followed me through the system but was too slow to interdict me, and then dropped down at the station with me telling me I'd burn in hell before he left. One single NPC pirate in god knows how many cargo runs.
 
Have been playing Elite Dangerous for around 2 months now (practically a noob or whatever you call it these days), seen the offer on steam to purchase ED+Odyssey for 8€, what a bargain and I love it. I still remember playing the original Elite with vector graphics on a C64 computer (yeah old fart here).
When I was doing trade mission to grind empire rank, I was hardly interdicted by npc (probably because of very low combat rank). Now I’m grinding Federation rank and although current combat rank is just expert, the amount of npc interdiction in my T9 got on my nerves.
A switch in options would be nice, where you could toggle npc interdiction on/off.
Oh well, I use the imperial cutter now with 500 cargo space and fitted to fight back, now the interdictions are (still) fun and I get to collect materials (don’t forget a few limpets). In both instances (empire/federation) I was/am not ‘wanted’, and have/am doing multiple trade missions simultaneously
Anyway having fun, to bad I only learned of this game this year, as a kid I played the old Elite almost endlessly.
 
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I distinctly remember a time when I was new where the interdictions were just constant. Like, you'd beat one interdiction minigame and another would hit immediately, often three or four times subsequently.

I haven't had this happen recently, and I'm not sure what causes it, but it definitely doesn't FEEL right. It's needlessly frustrating.

I think part of it might have to do with player combat rank. When you're a low ranking player, I think you tend to get lower-ranking pirates - who are flying more agile ships. That means they can get behind you more quickly and effectively, leading to chain interdictions.

As you rank up, you get tougher enemies - but who are therefore slower and less agile. If I get a T10 chasing me, I know it'll be almost impossible for it to get behind me to interdict me, and I'm perfectly safe.

Elite is a strange game in that respect, because the smallest and theoretically weakest enemies are also often the most frustrating to deal with, especially as a beginner. An inexperienced pilot won't even be able to get them in their sights.

If you ARE dealing with smaller and weaker enemies, a useful weapon is seeker missiles. For an unengineered eagle or other small ship, a few volleys of seekers will destroy them quickly and easily.
 
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