I think I'm interpreting it as primarily in PvE terms because that's 99.9% of all interdictions and if the problem is specifically PvP there are much more effective ways to avoid that already.@Ian Doncaster you seem to be interpreting this in terms of PVE only.
Where it is really with PVP (or ganking even to be precise) in mind.
I don't see an extra module as being particularly likely to be useful for balancing PvP encountersHappy for the new module to only work on interdictions initiated by Cmdrs![]()
- if you want to avoid CMDR interdictions succeeding, that's easy to do already and far more reliably by not being in supercruise with hostile CMDRs in the first place
- in the vast majority of systems the module is taking up space and not doing anything at all useful ... which means, like a shield generator or some HRPs or flying a defensible multirole rather than a deathtrap freighter ... it's just making you less "efficient" without giving you any benefit towards your PvE goals. Which means like the other "don't die instantly to a gank" outfitting options already available, the people who die will be the people who didn't fit it.
- if you're expecting PvP trouble and willing to reoutfit for that one case, you can be flying something they can't kill anyway, so whether the interdiction fails or it succeeds but you submit and high-wake is largely irrelevant to your survival (and this is the case where an accomplice docked at the station with wing nav lock combined with hitting the SCO button the moment you enter the system can make you virtually impossible to intercept for no module cost at all)
- if you have it fitted and it doesn't work [1] you could have used that module slot for an extra HRP/MRP/bigger shield generator/etc.
[1] Given that 4A Interdictor vs 4A Resistor you have as being "a fair fight", the attacker is nevertheless going to have had way more practice at the minigame so should win most mechanically fair fights on the basis of personal skill, and fitting a 4A Interdictor rather than a 1A only marginally compromises defensive capabilities on most PvP builds - in a way that's completely irrelevant when attacking targets which aren't going to be firing back in the first place - I wouldn't expect even fitting a 4A Resistor to actually let you beat a PvP interdiction very often.
My multirole PvE Krait (size 3 interdictor since the Detailed Surface Scanner and SRV bay were taking up the smaller slots anyway) wouldn't last much longer than "long enough to high-wake with impunity" versus an actual PvP ship and there's no point in me bothering to fire back in that case ... but its weapons make very short work of lightly-armoured Powerplay traders and would do exactly the same to a full-cargo player ship which has no defensive modules fitted.
This gets back to "why not just ask for interdictors to be removed?" I think.Alternatively, happy for Cmdr interdictions be nerfed, so they are as easy to avoid as the NPC ones.
The question is ultimately: are CMDRs flying from A to B (with or without cargo) supposed to be attacked? If the answer is "no", then Frontier shouldn't implement mechanisms by which they can be attacked. They removed NPC attacks on the "without cargo" case way back in 2.1.05ish and they could remove the other cases too. If the answer is "yes" then Frontier need to accept that they have failed to make that game, can't now adapt Elite Dangerous to be that game without remaking and rebalancing half the content and features in ways which are definitely not compatible with current expectations, and decide that the answer is really "no" after all.