Interdiction Dodgers

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Ok this has happened several times today, and to be honest its beyond annoying, its actually ruining my game and making me think of going elsewhere.

why not try something like this.

Once an interdiction tether is established you cannot pause or quit.
If you disconnect then the AI takes over your ship and you cannot rejoin the game until the engagement is over.
If the AI looses the engagement then tough, you loose a ship and its your own fault for chickening out.

If the AI wins, then its tough on the person that interdicted you.

This Game is Called Elite Dangerous, why have they made it so soft ?


Best way forward for this problem I've seen so far - I like it.
 
As I've said in other threads, there are some types who'll only be happy when Frontier implements an instant on/off flag for PVP, along with the ability to restrict what types of ships are allowed to attack you.

Even then, they'll aggressor pilots to be forced to pay a 1bil credit fine on first shot.


Frontier could really steal a page from Eve on this one. You get aggressed, 15 minute timer on ship disappearing. The more I see people pulling logoffskis, the more justified I feel in blowing out engines, popping the canopy, and sitting back blinking my headlights every second.
 
Yeah no, not going to work.

Why the hell would an Empire station care that a fed trader got bumped off XXX LY away? Why would a pirate or independent station give a rats anus about some no name trader who 'sploded no where near them?

No jurisdiction.

Just because you are "innocent" does not mean bad things will not happen to you. And just because someone is an "innocent" does not mean players should be penalised for killing them. Its all fair game, whether you like it or not. Its OPEN play. Dont want to get splatted by another player? PLAY SOLO.


I think it would be quite reasonable for bounties for murder or piracy to remain until that CMDR is killed. I was stunned when I say the such bounties could so easily be paid off. I had incorrectly assumed that killers would have to live in anarchy systems

As far as "no jurisdiction" Well in many cases maybe but we have many different governments (in the real world) and they often cooperate on wanted criminal extradition etc.
 

Snakebite

Banned
Yeah no, not going to work.

Of course it could work, there is no reason why it can't

Why the hell would an Empire station care that a fed trader got bumped off XXX LY away? Why would a pirate or independent station give a rats anus about some no name trader who 'sploded no where near them?

No jurisdiction.

good point, but the status should certainly stick at the local system and at nearby systems of the same faction. As a real life example, if I murder someone in say Manchester then I am not in the clear simply by moving to cardiff, I *may* be in the clear if I move to say cape town but then we do have interpol, I guess in the year 3200 something similar would exist. the crime should stick certainly more than going to the nearest station and paying a fine.

Just because you are "innocent" does not mean bad things will not happen to you. And just because someone is an "innocent" does not mean players should be penalised for killing them.

What a stupid statement, of course there should be a penalty for killing an innocent, even in the elite dangerous universe it is still a crime !

Its all fair game, whether you like it or not. Its OPEN play. Dont want to get splatted by another player? PLAY SOLO.

No its not all fair game.... Killing a Pirate with a price on his head is fair game.... Killing an innocent trader is a crime akin to murder and the penalty as such should be severe....
 
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Snakebite

Banned
If the connection is lost in an interdiction or mid combat then the remaining ship wins, the disco loses by default. If the disco is clean then all he loses is his insurance, same as any other accident.

That would be better than what we have now but the immersion would be broken for the interdicting players, so I still prefer the idea of letting an AI take control of the players ship so that the combat can actually take place, of course the interdicting player would be unaware of what was happening and carry on his game in blissfull immersion....
 
I understand your pain there snakebite, cant help much as I play in mobius but I will add I have had many npc interdictions ending in nowshows by the interdicter, and I also find an interdiction often starts as I am spooling to go to another system after the countdown when the controls are locked, nearly 1 out of 4 or 5 jumps animations start with the noise/animation of an interdicition attempt, is it possible this is happening in open with human players
 
The bounty should be higher imo. Maybe even scale with ship value, so killing a hauler filled with gold would be a much higher bounty than an empty hauler. It would make people think twice about killing others, and make pirating more fun.

Another way would be to make it so you can not simply pay your bounty straight away after killing someone, make it so you have like a 24 hour period where you are forced to stay wanted.
 
Firstly, to the OP, this probably is the other side of the problem noted by many players; that of being interdicted into an empty instance.
Today, I was interdicted 5 times in as many minutes... 4 times into an empty space. The 5th time was a nicy juicy NPC Anaconda, which thankfully, didn't jump away and allowed me to kill him.

However, as we have some PvP advocates on this thread, I will ask the question...
What do you get out of it?
That is to say, the murder of inocents? (Non wanted status. No Cargo)
I'm happy to be pulled out of SC by another player for a sporting joust in my Viper.
I'll fight anything up to an Asp and hope to give a decent account of myself.

But where's the joy in sitting in a fully kitted, max shield, super turbo Python, and just targetting other players in lesser ships for fun?
The one time I survived the first pass and still had control of my Viper, I turned and put up a fight. As soon as his shields were down, the PvP CMDR turned and ran. (You know who you are you cowardly POS)
Seriously. is PvP for sport? or just because you had some deep seated problems IRL, and like squishing bugs.

I'm interested to hear what you say, because while I like a fair joust as much as anyone, this super powered ship thing is happening more and more, and is likely to drive me into solo, which I dont want to do.
 
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Snakebite

Banned
The bounty should be higher imo. Maybe even scale with ship value, so killing a hauler filled with gold would be a much higher bounty than an empty hauler. It would make people think twice about killing others, and make pirating more fun.

Another way would be to make it so you can not simply pay your bounty straight away after killing someone, make it so you have like a 24 hour period where you are forced to stay wanted.

I dont think 24hrs is nearly enough, it should be at least a few weeks at the current system but deteriorate quick the further away from the scene of the crime. I think it worked something like that in Ooelite
 
it would be useful if the comms are looked at, very clunky. If a pirate interdicts you, by the time he has typed, "aarr jim lad give me all your gold arrr" the trader is back in frame shift and away.

Yes we need more roleplay, and in game mechanics that support it.

I have pulled ships out of super cruise many times and before I have finished typing 'cut your engines and submit to scan, if you are clean you will be unharmed' they are firing at me or have jumped to supercruise. The mechanics of the game are simply not allowing *many* people to play this as expected.

Open up Notepad and type in your standard opening line, copy it to the clipboard. Then you can use CTRL-V or SHIFT-INSERT in the comms box to quickly send the message.

Not been interdicted by a player yet. If I do have the pleasure then I would go through my usual routine of submitting immediately, assess the situation, then respond accordingly. Either fight or flight. If I do run away then upon going into SC I will immediately drop out (should be about 50km away from the original position) and stick in normal space for about 3 minutes. Interdictor can't find me becomes bored and moves on.
 
I wonder where players get the idea that in Open you have to be willing to fight. The Boss says that the design of the game is supposed to discourage PvP murder, but it doesn't. There is a crazy notion that it's one player's 'right' to snag you and blow you out of the sky without provocation. Where does that come from? Their minds. Not the game.
_
To my knowledge there is no basis for this uncooperative outlook. None of the previous Elite's allowed for PvP murder. If FD are to sort anything out, it should be the penalty for murder. All they have to do is make it reflect the crime. Like the bounty equals the victims insurance deductible (as mentioned above) and/or make bounties stick until the murderer get's bumped off.
_
Pirates have a couple of tools they ignore. Pirates should have to use a Limpet, or shoot out the Cargo Ship to get loot. Not just demand loot or destroy their opponent. Traders should have to protect themselves too. It's ridiculous to believe you should be ok to fly with no defenses in open space. Ridiculous notions like these stem from people feeling entitled to a certain style of gameplay. Pirates don't have the 'right' to murder, because they can, ands Traders don't have the right to go around risk free.
 
On a related theme: are players able to attack in groups now?

I submitted to my (first) human interdiction today, as I was 100% sure I could take him/her. Cue some combat where s/he was down to 32% hull with my shields still up. I then note a hostile signature directly behind me, also player. It flapped me a bit, and I stupidly broke off to engage - it was a much tougher cookie and while I tried to bail, they finished me off. They were both attacking me, and both were "wanted".

Is this common under player interdictions? Whats the mechanism? Do we emit an "USS" when we drop out of SC? Perhaps you get a minnow to try the interdiction, and follow it from afar. Once they drop into normal space, you home in on the USS and head into the fray? How else could two humans (at this stage) gang up in this way?
 
On a related theme: are players able to attack in groups now?

I submitted to my (first) human interdiction today, as I was 100% sure I could take him/her. Cue some combat where s/he was down to 32% hull with my shields still up. I then note a hostile signature directly behind me, also player. It flapped me a bit, and I stupidly broke off to engage - it was a much tougher cookie and while I tried to bail, they finished me off. They were both attacking me, and both were "wanted".

Is this common under player interdictions? Whats the mechanism? Do we emit an "USS" when we drop out of SC? Perhaps you get a minnow to try the interdiction, and follow it from afar. Once they drop into normal space, you home in on the USS and head into the fray? How else could two humans (at this stage) gang up in this way?

The other one was probably parked up close to the star so you didn't see them. They then targetted the low intensity wake left behind when you drop into regular space and homed in on that.
 
FD REALLY need to sort this out it going to ruin the multiplayer game for many, otherwise

Once an interdiction tether is established you cannot pause or quit.
If you disconnect then the AI takes over your ship and you cannot rejoin the game until the engagement is over.
If the AI looses the engagement then tough, you loose a ship and its your own fault for chickening out.

If the AI wins, then its tough on the person that interdicted you.

This Game is Called Elite Dangerous, why have they made it so soft ?

Never mind the AI taking over. The rule should be as follows. Any disconnect results in players avatar remaining on screen for 30 seconds. Any quit/disconnect during an Interdiction, then it remains for one minute. Any disconnection during a plain old hyperspace jump is an instant disconnection. Any 'damage' visited upon the ghost avatar in this time is saved to server and applied to player profile next time he logs on. Should a genuine disconnect occur during a critical moment, then tough cookies. It happens in online gaming.

I play Pro Evo, and admit to rage quiting often and the game punishes (or attempts to) the person who quits, and rightly so. Sometimes though, I get a real disconnection, and I get punished as though I rage quit, even though I was winning game 3-0 with 10 minutes to go. It's a hard life living in a rich western economy and being subjected to all the vagaries of online gaming.

FD really need to something to address this issue, or this game is going to suck hard, very soon. This is more pressing even than implementing some kind of queue system for docking at small stations (how did this Docking Request Denied *100 even make it into the full release version!??)
 
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Did you just interdict me twice on my way to Jameson Memorial?
Trying out your railgun on me as I ran like hell.

Even if it wasn't you I play in open but never pull the plug when interdicted, it's all part of the fun.
I have however been interdicted and come out to no one, just empty space, the other person could think I had pulled but it must be some bug in the instancing or something.

I have noticed that if I reverse throttle immediately someone starts to interdict me, then this sometimes happens. It is less likely if I wait a few seconds.
 
You should consider internet networking issues at play, if you watch the various pirate streamers they just dont have the issue of 4 in 5 dropping out during interdiction. It just doesn't happen, so you either have been really really unlucky or it's a network issue that you'll have to wait for improvement from FD for.

Ok this has happened several times today, and to be honest its beyond annoying, its actually ruining my game and making me think of going elsewhere.

So I'm still doggedly playing as bounty hunter, and due to the lack of legit targets (i've not yet met a single human wanted player since starting this game) i've been forced to start interdicting 'clean' ships, I pull em out of supercruise and scan them with the KWS just to see if they have any bounties.

Now, i'm not yet quite ready to turn to piracy, so as long as they are clean I let them go.

But.... what is really getting on my wick is the number of ships that are exploiting the disconnect-to-get-out-of-trouble bug.. I think about 4 out of 5 ships that I try to interdict simply vanish from the scanner, i'm guessing that they simply pull the plug rather than risk an engagement.

TBH I wish these chicken poo commanders would just move over to solo mode, after all why bother to play online if they are going to chicken out of any contact ? They are just wasting my time and ruining the game....

FD REALLY need to sort this out it going to ruin the multiplayer game for many, otherwise


why not try something like this.

Once an interdiction tether is established you cannot pause or quit.
If you disconnect then the AI takes over your ship and you cannot rejoin the game until the engagement is over.
If the AI looses the engagement then tough, you loose a ship and its your own fault for chickening out.

If the AI wins, then its tough on the person that interdicted you.

This Game is Called Elite Dangerous, why have they made it so soft ?
 
I'm not sure what you people think will happen if you increase bounties or make them "unpayable".

In what way do you expect this will change the behaviour of players who like to murder other players?

What will actually happen is that they get a bounty, then sooner or later a bounty hunter shows up and kills them, once.

Then they buy their ship back at 10% cost and continue on their merry rampage.

It is a simple fact that if you allow the killing of other players in a game, people will kill each other. A bounty system has never worked in any game to discourage pvp.

Fortunately, ED has a softening mechanic, called Solo play, for those for whom a total free for all is too much.

Not that I'm against higher and more frequent bounties. Would make the grind for credits all the more bearable.

On a related theme: are players able to attack in groups now?
Other people can enter an interdiction instance by dropping out at the FSD wake left behind by the ships exiting supercruise. This has been possible for a while already. On the flipside it means it's possible for groups of players to escort each other for protection against pirates. It's kind of difficult to pull off and not entirely reliable due to flaky networking, but it can be done.
 
Just as long as the dodgy networking doesn't intepret a disconnect where there's none, as is probably happening in these cases.
 
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