Introducing AID - the Anti Interdiction Device

Again, we have been enticed here, to discuss the cruelty of human beings and the latest rumors, of open only forms of play.

In short: More trolling click bait.
 
Dear Commanders and Commandrettes,

After years of meticulous research, the Lanley Institute for Engineering (LIE) proudly presents: AID - the Anti Interdiction Device!

Are you tired of getting interdicted whenever you want to take the family out for a weekend joyride to that beautiful ringed planet where you once found these shiny void opals? Or when you just wanted to space-walk the dog around that engineer workshop's site?

Fear no more - Lyle Lanley and the friendly folks at LIE are here to help! We developed a device that makes it virtually impossible to interdict your ship. No matter if the interdictor carries a Pilots Federation membership card or not.

How does it work?

We developed a technology to redirect shield energy to react with particles stored in the compartment your AID is installed to. When a baddie attempts to interdict you, the AID will trigger automatically (or manually, if you wish) and inject the mass resulting from the process into the FSDI beam of the attacking ship, overwhelming it and voiding the interdiction attempt. You are safe to continue your journey.

In fact, most baddies won't even interdict you anymore, as they can see from your ship's signature that you have an active AID installed. So chances are they won't even bother trying.

(For the sake of transparency - we have been forced to provide a backdoor override procedure, but that will be only available to authorities.)

What do you need?

An aptly sized shield generator, and a similarly sized (for most ships) optional internal compartment slot to install the AID into. While idle, the weight is similar to a fully laden cargo compartment of the same size - our engineers at LIE challenged the laws of physics to minimize the impact AID has on your ship's jump range and outfitting options.

And what's 256 tons less cargo capacity during a painite mining run, compared to the peace of mind knowing that nobody can interdict your T-9 on the way back to base? And just between us - we know that you know you cannot trust your wingmen to protect your valuable cargo - don't worry, we won't tell them that you told us!

Don't wait up - get your AID today! Available at more and more stations throughout the bubble (subject to the certification that is still in progress, but should be completed any day).

/lore

An idea for a "forced open" scenario. I know the hardcore players will cry "foul!" immediately, but let's face it - there are a lot of players out there who simply do not want to be interdicted.

Other MMO games have systems in place that allow the player to avoid PvP action. This is an approach for an immersive solution for Elite Dangerous. You can avoid getting interdicted by installing a device. That will cost you a slot (or 2 actually, if the AID would require a shield generator to be present, which I'd recommend). That means increased weight, reduced cargo capacity and/or outfitting options, so the solution does not come without a price tag (and I'm not just talking CR here).

An individual approach may be required for each ship, to properly balance the compartment requirements. Installing a no-interdiction guarantee should hurt a little, but it shouldn't completely kill the usability of the ship, either.

The AID leaves the commander with a choice - they can sacrifice progress speed for more safety, if they wish.

The AID would work against NPC pirates as well. I'd include a settings option, "auto" or "manual". In "manual", NPCs would still attempt to interdict you, and you can decide every time whether or not to accept the fight. In "auto", NPCs wouldn't even try anymore.

For PvP, ships with an active AID could be displayed in a different colour on the radar, so that human pirates know it may be futile to try and interdict them.

The AID could replace the current "escape vector" minigame, that I honestly find neither entertaining nor immersive (where does the interdicting ship vanish to when I successfully avoid the interdiction?).

Hence, the AID. Love it, hate it - it's just an idea, and probably won't ever make it into the game anyway. It's not like this idea qualifies for the Nobel Prize for Outstanding Game Feature Ideas. I still wanted to share it. You never know.

And to reply to the shots that will inevitably be fired - no, I wouldn't install AID myself. I indeed love interdictions and always respond to them by throttling down to zero. I just respect that there are a lot of players who don't like them, and I don't see how ED becomes a better game by forcing these players to accept being interdicted, avoid NPCs with an arcade-like minigame that doesn't really add anything to the game, or avoid PvP by hiding in solo, thus making an already empty galaxy even emptier.

Stay safe, CMDRs! o7
No thank you.
Want to not be interdicted?
Don't take missions that are going to interdict you.

Where did all the people who want to take the teeth out of the game come from?
 
Nah... let's see things from a different point of view:

Supercruise jousting: when you fly around a pretty girl like me at the bar.
Interdiction: when you approach such pretty girl asking stupid things like "how's the weather outside?"
Hatch breaker: when you finally gets closer and say to the girl "can I offer you a drink?"
Being robbed: when girl orders another drink and leaves you at the bar to pay the bill.

☠ YARRR ('cuz a pirate always needs to YARRR somewhere)
 
I have escaped an NPC interdiction in my T9 a few times to be honest.
Yeah, in a t9 i escape being interdicted 100% of the time.
I wish i never read the best way was to submit then low wake, because it isn't.

This AID is good against gankers, but too harsh against pirates. I'd rather block gankers and friend request the pirate, i like pirates who actually pirate you!
 
This suggestion would be silly, regardless of mode.

What exactly is the challenge in getting interdicted by a hyper-engineered Corvette when you fly a Cobra, AspX or even Python (PvP)?

The challenge in getting interdicted by?

Oh I know this one! Finding someone in a Corvette that is silly enough to think they can catch any of these ships with it. Unless it's the target of an assassination mission, these are as rare as hen's teeth.

But nothing entitles you to force your combat oriented play style (mine as well, actually) upon others.

Nothing entitles any player to bypass fundamental aspects of the game, like their CMDR being susceptible to interdiction or attack.

Clearly missed the point. The interdiction game is presently a worthless waste of time. Can't learn to play that because it's effectively a 100% lose rate for the target.

Only if the target is an NPC.

Both of which is a must if you want to play in Open.

This is total nonsense.

I can have my CMDR tool around in open, hopping from player populated system to player populated system, in a completely unengineered Cobra III and be perfectly fine the overwhelming majority of the time.

Where did all the people who want to take the teeth out of the game come from?

The internet, probably. Maybe some woman's vagina. Possibly a Cadbury Creme Egg.
 
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No thank you.
Want to not be interdicted?
Don't take missions that are going to interdict you.
Because that's the only scenario in which you get interdicted in Open...

Where did all the people who want to take the teeth out of the game come from?
Dunno. Where do all these people come from who think they are in a position to tell others how they must play the game?

Nah... let's see things from a different point of view:

Supercruise jousting: when you fly around a pretty girl like me at the bar.
Interdiction: when you approach such pretty girl asking stupid things like "how's the weather outside?"
Hatch breaker: when you finally gets closer and say to the girl "can I offer you a drink?"
Being robbed: when girl orders another drink and leaves you at the bar to pay the bill.

☠ YARRR ('cuz a pirate always needs to YARRR somewhere)
Haha, love that one. Only the analogy isn't perfect. Hatch breaker would be slipping the pretty girl a roofie when she accepts the drink. Being robbed is her waking up a few hours later with a fuzzy memory and lots of regret. Adding insult to injury is when everybody then tells her to git gud, or to stop going to a bar and rather drink at home alone when she can't take the heat.

This AID is good against gankers, but too harsh against pirates. I'd rather block gankers and friend request the pirate, i like pirates who actually pirate you!
True that! But I've given up all hope that FDev will ever do something against gankers. Engineers made PvP combat impossible (or at least removed all the fun), unless you are ready to spend an insane amount of time to push the engineering envelope. So basically, Engineers was a huge gift to gankers.

True piracy would be a great thing, and I've suggested adjustments to crime&punishment before that would punish gankers while encouraging a legitimate piracy play style. Won't happen, though.

Honest question - how often do you encounter pirates that actually pirate you?

Nothing entitles any player to bypass fundamental aspects of the game, like their CMDR being susceptible to interdiction or attack.
Who defines what makes an aspect of the game fundamental?
What if mining or powerplay would be declared fundamental parts of the game?

I can have my CMDR tool around in open, hopping from player populated system to player populated system, in a completely unengineered Cobra III and be perfectly fine the overwhelming majority of the time.
So these people are just a bunch of forum jokesters who don't exist in the game, you say?

 
I like how you completely ignored my post, so ill do it again.
20200422_222133.jpg


Btw ganking isnt against the rules and open is supposed to have them.
 
What exactly is the challenge in getting interdicted by a hyper-engineered Corvette when you fly a Cobra, AspX or even Python (PvP)?
Or in beating that lackluster "escape vector" minigame (PvE)?

The AID would at least require the player to make a sacrifice if they want to be safe from unwanted PvP and PvE combat.
Ive used both a cobra and a python to take on the anaconda/Corvette/cutter ships in pvp and won so your statement doesn't really hold much weight in that regard. Infact smaller ships are used more often than the larger ones cause the larger ones make such an easy target.

Also its easier to avoid interdiction in the smaller ships than it is in the bigger ones.
 
You can either have piloting skills to avoid or deal with that, or get blown up. I couldnt care less if its not someones "playstyle", the game was desgined with conflict being a central mechanic, just like in every elite game.
What you describe is CQC. If the rest of the game was also just about "blow others up or get blown up", then why are all other features even there? Mining, exploration, trading, BGS... why bother, if the game is just about "git gud or git blown up"?

And once again, it's not like anything would be taken away from you. You can still maintain your preferred playstyle. Your current targets will still be there. The only thing that changes affects people whom you currently won't see, anyway.

And it's nice that you couldn't care less what others think. I'm sure the others will return the favor.
Makes me wonder why you are still here then, though. You made your point. You're not interested in a discussion. So what are you hoping for here?

Ive used both a cobra and a python to take on the anaconda/Corvette/cutter ships in pvp and won so your statement doesn't really hold much weight in that regard. Infact smaller ships are used more often than the larger ones cause the larger ones make such an easy target.

Also its easier to avoid interdiction in the smaller ships than it is in the bigger ones.
Of course it's possible to blow up a big ship with a Cobra. If the Cobra is properly engineered, and the CMDR in the big ship has no idea what they are doing (and probably shouldn't be in a big ship to begin with).

But guess what - you'd still be able to do that! Because that clueless guy in the big ship would still be there, and would still be clueless. So nothing would even change for you.

The whole idea is to rebalance risk and reward. Especially when coupled with the ideas Jmanis added on page 2.

Want to increase your chances to avoid interdictions? Install AID modules to your optional compartments. The bigger, the better the chances the attacker won't be able to successfully interdict you. But also: the bigger, the more cargo capacity and jump range you have to sacrifice.

Want to increase your changes to perform interdictions? Install FSD Interdictors to your hardpoints. The bigger, the better your chances that you can successfully override your target's AID modules. But also: the bigger, the more combat firepower you have to sacrifice.
 
What you describe is CQC. If the rest of the game was also just about "blow others up or get blown up", then why are all other features even there? Mining, exploration, trading, BGS... why bother, if the game is just about "git gud or git blown up"?

And once again, it's not like anything would be taken away from you. You can still maintain your preferred playstyle. Your current targets will still be there. The only thing that changes affects people whom you currently won't see, anyway.

And it's nice that you couldn't care less what others think. I'm sure the others will return the favor.
Makes me wonder why you are still here then, though. You made your point. You're not interested in a discussion. So what are you hoping for here?


Of course it's possible to blow up a big ship with a Cobra. If the Cobra is properly engineered, and the CMDR in the big ship has no idea what they are doing (and probably shouldn't be in a big ship to begin with).

But guess what - you'd still be able to do that! Because that clueless guy in the big ship would still be there, and would still be clueless. So nothing would even change for you.

The whole idea is to rebalance risk and reward. Especially when coupled with the ideas Jmanis added on page 2.

Want to increase your chances to avoid interdictions? Install AID modules to your optional compartments. The bigger, the better the chances the attacker won't be able to successfully interdict you. But also: the bigger, the more cargo capacity and jump range you have to sacrifice.

Want to increase your changes to perform interdictions? Install FSD Interdictors to your hardpoints. The bigger, the better your chances that you can successfully override your target's AID modules. But also: the bigger, the more combat firepower you have to sacrifice.
sigh
 
Who defines what makes an aspect of the game fundamental?

Frontier.

The game features combat quite prominently, by design. Actively engaging in combat can be avoided, but one cannot categorically avoid interdiction except by avoiding populated space. Even if you stay out of Open, even if you refrain from taking any missions, even if your CMDR never carries cargo and never becomes wanted, chances are you'll hit a navy patrol or the like, sooner or later.

What if mining or powerplay would be declared fundamental parts of the game?

They are, and their effects cannot be avoided, even if one chooses to have their CMDR's refrain from such activities.

I can ignore PP, but I cannot prevent my CMDR from being subject to the effects of a power's influence on a system if he engages in any area where they'd apply.

I can ignore mining, but I cannot avoid the impact mining has on BGS transactions/states, certain commodity prices, system traffic, or money supply.

I can ignore interdictions, but that probably isn't going to be the best way to avoid the consequences of being interdicted.

So these people are just a bunch of forum jokesters who don't exist in the game, you say?

No, that's not what I said.

Encountering such CMDRs is both less common than you imply, and less of a threat. My CMDR does not need a fully Engineered high-end vessel to survive the fifteen seconds he needs to disengage from a hostile encounter.
 
Of course it's possible to blow up a big ship with a Cobra. If the Cobra is properly engineered, and the CMDR in the big ship has no idea what they are doing (and probably shouldn't be in a big ship to begin with).

But guess what - you'd still be able to do that! Because that clueless guy in the big ship would still be there, and would still be clueless. So nothing would even change for you.

The whole idea is to rebalance risk and reward. Especially when coupled with the ideas Jmanis added on page 2.

Want to increase your chances to avoid interdictions? Install AID modules to your optional compartments. The bigger, the better the chances the attacker won't be able to successfully interdict you. But also: the bigger, the more cargo capacity and jump range you have to sacrifice.

Want to increase your changes to perform interdictions? Install FSD Interdictors to your hardpoints. The bigger, the better your chances that you can successfully override your target's AID modules. But also: the bigger, the more combat firepower you have to sacrifice.

This was possible before engineers were a thing too by the way you could easily take on a big ship in a small ship without any engineering at all. of which i've also done it before engineers came around. And guess what? unengineered cobras can still be dangerous because they are basicaly early hull tanks that are also make very effective bombers/dog fighters.

Your AID module just wants to remove risk entirely which isnt going to happen. this is Elite DANGEROUS not Elite happy animal crossing
 
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Frontier.
Exactly. And they are well advised to make game design decisions that will encourage more people to participate in the game, instead of driving them away.

Quite a few recent design decisions suggest that they are aware of, and actively address that issue. This was just another suggestion aiming in that direction. At the end of the day, it will be up to them to decide which way to go. Not that I post any of my ideas with the expectation that they'd be picked up. But you never know.

The game features combat quite prominently, by design. Actively engaging in combat can be avoided, but one cannot categorically avoid interdiction except by avoiding populated space. Even if you stay out of Open, even if you refrain from taking any missions, even if your CMDR never carries cargo and never becomes wanted, chances are you'll hit a navy patrol or the like, sooner or later.
The last thing I'd want is to remove combat. But as you said, there already is an easy option to avoid at least PvP combat. Unfortunately, that option turns you invisible to the MMO world. My main idea was to restore that visibility, while retaining the option.

Offering a full protection against PvE interdictions may indeed take things a step too far, I'll give you that. The stuff Jmanis suggested might actually work
a lot better.

They are, and their effects cannot be avoided, even if one chooses to have their CMDR's refrain from such activities.

I can ignore PP, but I cannot prevent my CMDR from being subject to the effects of a power's influence on a system if he engages in any area where they'd apply.

I can ignore mining, but I cannot avoid the impact mining has on BGS transactions/states, certain commodity prices, system traffic, or money supply.

I can ignore interdictions, but that probably isn't going to be the best way to avoid the consequences of being interdicted.
I agree to everything you say here. But ignoring mining or PP will have little to no noticeable consequences on your CMDR. Combat, especially PvP combat, does, and very much so.

No, that's not what I said.
Indeed, it's not. I hate it when people play the "so you say that..." game with me, so I shouldn't have played it with you either. Sorry!

Encountering such CMDRs is both less common than you imply, and less of a threat. My CMDR does not need a fully Engineered high-end vessel to survive the fifteen seconds he needs to disengage from a hostile encounter.
It can be a pretty common occurence, depending on time of day IRL, and in-game location. And it's annoying as hell, as it serves no lore-apparent purpose. I get it when a pirate interdicts when my ship is loaded to the gills with valuable cargo. But why would anybody attack me when I'm on the way to the workshop? And why wouldn't authorities do anything about it?

Once again, there are good reasons why many other publishers of MMO games take active measures against gankers. That includes combat-oriented MMOs, as long as combat isn't the only purpose to play the game.

This was possible before engineers were a thing too by the way you could easily take on a big ship in a small ship without any engineering at all. of which i've also done it before engineers came around. And guess what? unengineered cobras can still be dangerous because they are basicaly early hull tanks that are also make very effective bombers/dog fighters.

Your AID module just wants to remove risk entirely which isnt going to happen. this is Elite DANGEROUS not Elite happy animal crossing
It was possible before Engineering, true. But before Engineering, you had a pretty good idea what you ran against (nb: "what", not "whom"). Engineering pretty much killed the PvP part of the game, as far as I am concerned. Yes, the scenario "skilled commander in a small vessel against overwhelmed commander in a large one" can still lead to the same result as before, regardless of the level of engineering on each vessel.

Before Engineering, as a somewhat skilled commander, you could submit to interdictions and see if you stood a chance. With Engineering, you shouldn't even think about it, unless your whole playstyle revolts around Engineering and the related grind for materials.

But this thread is not about how to fix Engineering.

And I do agree - removing the element of risk entirely would go too far. It should be about evaluating how much you are ready to sacrifice in order to reduce the risk - and on the other side, how much sacrifice you are ready to make in order to pose one.
 
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To be honest i would rather have it set up like eve, remove the current interdiction device all together.

A device that a pirate can deploy in space or activate while out of super cruise that create a bubble around him that scales with the size and grade of module. If any one passes through the bubble while in super cruise they are pulled out and or an interdiction is activated, this device however can not be activated within x amount of LS of the systems star to prevent system camping.

-this device allows pirates to still capture people in interdiction if a player is being careless and jumping from system jump point to station or planent within the system with out first making sure they move themselves out of the shipping lanes first.

Players can equip a utility modules that increase their control of their ship during an interdiction, or reduces the cooldown of the FSD if they fail and interdiction.
- this allows players to sacrifice utility and function in order to reduce the risk of getting stopped.
 
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