Interdiction - prevent pvp interdictions being easily repeated

It's really frustrating that having run away from a ship that has successfully interdicted you, they instantly can try again. seconds later.
My suggestion is:-
The interdicting ship's FSD goes on the slow recharge and the 'victim' get's the quick recharge.

If the attacker can stop the 'prey' (and in most cases it's that uneven) then so-be-it,
but once the escape is made, the attacker should be left having to count to 10 (metaphorically) before being able to get back into SC.

It's an idea that will make the game more fun. Especially for people trying the CG's and makes blockades of systems more difficult.

Cheers:)
 
High-wake already bypass ML and gets rid of the pursuer for even those trying to decipher what system you jumped to.

In agreement with Alexander here.
 
Here's what you do:

1. Go into SC. Your pursuer will follow as quick as they can.
2. Drop into normal space the instant you get into SC. Most likely, you will be able to do this before your pursuer gets into SC themselves, so they won't even see the wake. And if they do, they'll fly past it before they realize it's there.
3. Charge your FSD but don't throttle up / point at your destination. Wait.
4a. If someone follows you in, immediately throttle up and you're out. You just gained at least 15 seconds while their FSD cools down and charges. Plenty of time to make serious progress towards your destination or adjust your angle so they can't catch you again.
4b. If they don't follow you in, wait a couple minutes then return to SC pointing AWAY from your destination. Anyone waiting in SC for you to reappear will assume you're pointing the other way, so if you come out in the opposite direction they'll have to turn to track you. Use this time to accelerate in a circle around them, reorienting towards your destination while preventing them from getting behind you.

There are a number of other tactics to deal with this. Your "nuclear option" is to just high-wake out of the system and come back later.
 
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When playing with a wingmate we'll do rolling interdictions, one of us attacks while the other waits in supercruise to grab the person as soon as they jump out.
Increased cool downs won't stop people from being interdicted. It'll just disadvantage solo fliers.
 
Sounds like a lack of knowing game mechanics to me.

High wake to a new system, pursuer needs to scan high wake (10 seconds) to see what system you jumped to.
 
Sounds like a lack of knowing game mechanics to me.

High wake to a new system, pursuer needs to scan high wake (10 seconds) to see what system you jumped to.

High wake to a new system doesn't help if the interdictors are only interested in a blockade - they won't chase you and you can't enter the system (in Open) without interdiction.
 
High wake to a new system doesn't help if the interdictors are only interested in a blockade - they won't chase you and you can't enter the system (in Open) without interdiction.

Meanwhile the eleventy player groups that thrive on engaging die hard blockade runners (if you are suggesting the usual deal for a CG) are keeping them mostly busy.
 
When playing with a wingmate we'll do rolling interdictions, one of us attacks while the other waits in supercruise to grab the person as soon as they jump out.
Increased cool downs won't stop people from being interdicted. It'll just disadvantage solo fliers.

Must admit it's the Winged interdictions that are the worst. Often wings have a few big powerful ships.
It's very effective it must be said. :(

#Fendalton - Yes high wake out is a useful trick, but no use if you want to actually get to somewhere in the current system. .. just saying ;)

#SushiCW - I might try some of your idea's, see how I get on.

:)
 
Well another solution is to switch game-modes you have got away from the interdiction. like switch to solo, to get home. After-which you can switch back once landed.
 
It would be nice if they could simply remove the AI cheating.

-If they cannot match your jump range and/or do not have enough fuel then they cannot follow me

-If I do not answer their "follow my wake" message after two times they stop following me since im obviously not bloody interested.

-Move interdictions closer to where the target system is INSTEAD OF FOLLOWING ME FOR 300 BLOODY LY'S!

It cannot be that bloody difficult to improve.
 
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I quite enjoy the multiple interdictions, gets the old blood going. Submit and boost takes care of most of them and I only fail when Im in my unarmed sidey taxi.

I just ignore the constant 'follow my wake' requests, so I dont care either way whether they fix it or not. The instadictions into the sun too are exciting. Ive even figured out when they will likely occur. If you see a red message and you jump before the fed gets to you, you are very likely to suffer instadiction. The same is true with 'all that tasty cargo', if you jump before then your likelyhood is increased and thus I am prepared for it. I ensure ive throttled to zero as I arrive, instant submit and then boost like billyo. Job done. I think it spices things up a bit, but if its 'fixed' I might begin to complain that things are getting too easy. Or I might not, it depends. I guess it is a bug and the AI should follow the same limitations we face.
 
#Fendalton - Yes high wake out is a useful trick, but no use if you want to actually get to somewhere in the current system. .. just saying ;)

#SushiCW - I might try some of your idea's, see how I get on.

:)

After high wake you can try to enter the system again. You already know that it'll be possible that he interdicts you again, prepare accordingly. Don't let him get behind you or win the interdiction.
 
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