Does anyone know of a comprehensive tested guide explaining the mechanics of the current implementation? I've read a lot of topics over the last year talking about it, but never anything definitively proven through testing. I still feel like I don't know enough about it to maximize my effectiveness, proven just now when I interdicted a Dangerous T7 with my Python, 4A (frikkin 18mil) module and 95% in the circle, and it failed. No planetary bodies or significant speed changes during the interdiction either, no server latency spazzing of the vectors. I know some have said there are IWIN and INSTAFAIL values that influence success rates, but this one was too back and forth on the blue vs. red meters to be a critical failure dice roll kinda thing.
Specifically, the things that I've seen discussed but never seen testing results for are the following:
Specifically, the things that I've seen discussed but never seen testing results for are the following:
- Ship mass/size of interdicted and interdicting ship affecting difficulty (ED confirmed this is a thing, but I've never seen anyone testing the relative difficulties in a topic)
- How Module size and rating affects maximum interdiction engage range
- How Module size and rating affects mini-game difficulty
- How Module size and rating affects speed that bars fill/empty while pointing at and away from the vector - this seems really random, as even interdicting low-ranked npc ships that wouldn't stay on the escape vector all the time while spinning in hard turns, I sometimes see little to no progress in the blue bar filling up for several seconds at a time. Is this just a server latency issue or something else?
- How Module size and rating translates to effectiveness in interdicting smaller targets
-Higher ratings and module sizes both seem to affect range and difficulty by some value, as well as how strong the 'atmo flight model / FA-off'-esque feel is while turning into the vector
- How much difficulty remains consistent with same npc rank, ship and module size/class versus random dice rolls increasing/decreasing success rates
- Whether relative speeds and ship distance affect difficulty and success rates
- How much is server latency accounted for in interdiction computations - i.e. is it worth doing at all when the servers are in bad shape and hi-waking takes 10+ seconds
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