NPC Interdiction frequency.

First off, i'm a relatively new player. My cutter isn't fully maxed out with engineering and some enemies, especially those with the love of chaff and SCB spam, end up being either a really stupid engagement choice or i just don't yet meet the dps check to put them down in a timely enough fashion. Why am i submitting? because fighting the interdiction takes longer and they're back on me by the time i've realigned the station i overshot by twice the distance i was out from it when the interdiction started.
Win the interdiction and they leave you alone for a bit, usually until you get to your destination, unless it is a long distance haul.

Also, winning one interdiction attempt is quicker than submitting to multiple in the long run...
 
Its a shame there are not more places for NPCs to ambush you, rather than everything being lumped into SC. Hell, even SC could have things like dust clouds, planetary magnetic fields or some other thing you fly through to break interdiction.
 
It's not hard to avoid interdiction, I still usually win - but there are occasions when I have been beaten in a T9. Maybe 1 in 100? Probably less than that even.

And you are probably a better flyer than me, so it could be a long test

I'm really not good at the tunnel game...I can't remember losing to an NPC, but I can't remember winning against a CMDR either.

It's been so long since I used the T9 for anything other than fighting at stations for comedic purposes that I have no real recollection of it's difficulties against NPC interdiction.

The interdiction minigame does not depend on engineering

I know, but the 5k hull will probably ensure that, should I fail, it won't matter.
 
so many threads on this.

a cmdr can learn to deal

I use these interdiction, I need them.
tbh they each have timers
do it intentionally and you will learn the patterns, the timers.

all that aside
in a cutter, me too usually
sooo easy to submit, then run
or submit and kill
too easy to do either in the cutter.
I don't usually haul the freight while there are still interdictions left on the mission though, only if I have been really lazy about doing the mission.
I usually accept the mission
then jump into a fighter
then I kill all the would be interdictors
then I deliver the freight.
again, I know they are going to interdict me, I want them to.

you can avoid them if you really want to too.
an elite pilot that can use the GW from planets near stations(destinations)
can go from point a to point b without ever getting stopped.


Personally, I have 6 to 12 interdiction missions on me at all times.
my fav is when I fly a few thou LS, giving several of them the time they need to gather behind me
then I let 1 interdict me
then the others join us
and I kill them all

This is what I do.

and more, ofc.

It is working just fine as it is. if anything make the timers smaller so they spawn MORE often.

just want to ask, is your cutter capable?
mine is identical to my fighter cutter, same weapons/armor except for the 6a prismatics instead of 8a, and ofc the cargo racks instead of hull or shield re-enforcement
meaning, a full tilt cutter, thrusters, distro PP, etc. not a ship to mess with
anything less is a t-9
and a t-9 can do this too!
just not as smoothly


I hate waiting....
 
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so many threads on this.

a cmdr can learn to deal

I use these interdiction, I need them.
tbh they each have timers
do it intentionally and you will learn the patterns, the timers.

all that aside
in a cutter, me too usually
sooo easy to submit, then run
or submit and kill
too easy to do either in the cutter.
I don't usually haul the freight while there are still interdictions left on the mission though, only if I have been really lazy about doing the mission.
I usually accept the mission
then jump into a fighter
then I kill all the would be interdictors
then I deliver the freight.
again, I know they are going to interdict me, I want them to.

you can avoid them if you really want to too.
an elite pilot that can use the GW from planets near stations(destinations)
can go from point a to point b without ever getting stopped.


Personally, I have 6 to 12 interdiction missions on me at all times.
my fav is when I fly a few thou LS, giving several of them the time they need to gather behind me
then I let 1 interdict me
then the others join us
and I kill them all

This is what I do.

and more, ofc.

It is working just fine as it is. if anything make the timers smaller so they spawn MORE often.

just want to ask, is your cutter capable?
mine is identical to my fighter cutter, same weapons/armor except for the 6a prismatics instead of 8a, and ofc the cargo racks instead of hull or shield re-enforcement
meaning, a full tilt cutter, thrusters, distro PP, etc. not a ship to mess with
anything less is a t-9
and a t-9 can do this too!
just not as smoothly


I hate waiting....
Yeah, i like to think my cutter's capable, it's not quite fully engineered but that is something i'm working on. I have noticed a pattern, though i though it was either my imagination or just how many missions i'd stacked up since even when complete i'm getting picked with an empty cargo hold on my way between each station to turn in when i share the missions out to the people that also need the credits. There's been plenty of times i've chosen to fight, kill, move on, though i've also had that be a waste of time too, finish a fight and end up with a random spawn that isn't even mission related on me anyway. It's the absolute dogpiling aspect of it that bugs me.

It just doesn't seem right that you can run, enter SC, being travelling near 1c and somehow they're not only in SC but right behind you almost immediately. That is the main point i'm trying to make, it makes for a pretty bad experience when you're literally 0.5sec from dropping out at a station, you get inter'd, decide "no, i'm right here", go into SC and turn around because you overshot the station thanks to the pirate, and then as soon as you've lined up the station again, boom. Every. Damn. Time. The mechanic boiling down to this is what i have a problem with. This happens even if i DO decide to fight something, beat interdictions... if you have more than 1 or 2 after you, it can get to be pretty tiring when a cargo mission turns into a combat mission. If i wanted to hunt pirates, i'd take that mission. At the very LEAST, maybe cargo missions shouldn't have 4~ respawns on the enemy incoming aspect. Save that for combat missions perhaps?
 
heh,
it is just part of the game
take a mission
other factions don't want you to do that, sooo
you get used to it or you get better or both

you can learn to do as I do
I am usually travelling in the 5-6 second mark the speed indicator under the target reticule....
nearing a station, I get to 3-4-5 seconds
then I take it near the planet to grab that gravity to slow me down
during this I re-center the station and usually exit perfectly in the 3-5 second area
practice makes it perfect, the cutter does this part better than other ships.
this is how you get around without them catching up.

(when the cutter loses control, shifting left and right repeatedly can force it to re-gain control at these high speeds, practice)
npc's may or may not cheat, but they don't go 5 seconds or less, I do because I can. and the cutter's mass makes it easy to handle.
and npc's in a gravity well is just hilarious, Babylon 5 all over.

a tiny cheat if you are aware
when you emergency stop, you have a wait time, this can be bypassed with a quick relog.... and it makes the npc go away.
I do this when I go into a CZ, I have to unless I want the idiot interdictors spawning inside the CZ.
 
My Opinion:

  • A trade ship should be built for surviving NPC interdictions. If cmdr can't afford what is needed then fly a ship they can afford. Both in credits and engineering.
  • Take on the missions the cmdr is comfortable with. If flying a semi-shielded un-engineered ship with mediocre combat skills take the missions you can handle. Stacking elite missions is a terrible idea. If you stack elite missions you will be interdicted constantly.
  • If you are in IRL time crunch (only got set time to play) don't stack missions that are going to give tons of interdictions.
  • Treat NPC interdictions as gameplay. Not a nuisance. It is a cmdr's chance to practice some combat, pickup needed engineering mats, make lots of extra credits, and increase combat rank. It accomplishes many goals simultaneously,
 
A lot of you don't understand the difference between artificial difficulty and actual difficulty, and it shows. So many people using too many words to explain how they're obviously a better player and that I just need to get good without understanding the problem I'm pointing out here.
It's about the frequency and placement, not the difficulty of individual npcs or their interdictions.
If I've plotted a course over 3 jumps to grab stuff from a station, and I've got 4 pirates chasing me, why not have the game run an RNG check to see how they'll be spread out over my trip vs just dogpiling them onto me from the second I get into the mission target system all the way to 0.5s from a station? I'm saying the system could be better, not that it's hard. It's not hard. It's needlessly irritating, when it could be a much more immersive and believable system.

With so many people saying "learn to deal" and the like, I can't help but to wonder, are you all the same people that get all cynical about not expecting things from the devs, that there's nothing anyone can do about it? Because if the answer to that question is "yes" then you're part of the problem for not holding them accountable and instead allowing the minimum viable product to be what you paid for and that's on you. Why would they want to improve anything when the suckers in the playerbase just roll over and suck it up?

ETA: I don't give a damn if the game drops a FED CORVETTE on me halfway through a trip somewhere, as long as it's believable. At least then i'd know that if i'm getting blown to hell it's because i'm choosing to fight a high level get bent enemy, not because i've done this trash 6 times already with random npc's and it's simply turned into a war of attrition (see also: artificial difficulty)
 
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Unless its changed recently I don't ever recall it being this much of a problem, I almost never got scanned or interdicted without missions or cargo, is this new or just someone stacking missions without realising the consequences?
 
Unless its changed recently I don't ever recall it being this much of a problem, I almost never got scanned or interdicted without missions or cargo, is this new or just someone stacking missions without realising the consequences?
I never seem to have trouble with these swarms of mission NPCs hounding me every inch of the way to my destination and interdicting me over and over.

They interdict me. Once.

And then I continue to my destination.
 
Unless its changed recently I don't ever recall it being this much of a problem, I almost never got scanned or interdicted without missions or cargo, is this new or just someone stacking missions without realising the consequences?
This. Another one who was told to grind for the large ships but never learned how the game works or what to do.

But hey, at least all these threads from new players shows the game is not ded :)
 
When I was last in the bubble, 2 months ago, it all seemed normal to me.

  • Non-elite level missions, not much issue. Occasional interdictions.
  • Elite missions, no incoming enemies specified - I leave port no issue. Travel around, no interdictions until destination system.
  • Elite missions, incoming enemies specified - once you kill the specific number they stop coming.
  • Elite missions, miscellaneous stacked can't be bothered to read mission details, sometimes lots of interdictions at destination systems. Chain interdictions one after another. More interdictions with more missions I have stacked. Sometimes I get lots of interdictions, sometimes not.

The chain interdictions sometimes seem excessive. Seemingly never-ending. And sometimes pulling me away from my destination that was just in my grasp! But it does come to an end. I defeat the pirates, arrive at my destination and collect the rewards. If my ship has taken too much damage or didn't wait for shields to regen then I play the interdiction mini-game.

My suggestion:
If a player is flying a trade ship not comfortably capable of winning a fight against NPC pirates then they should be taking less risky missions with a more capable ship.
 
Evade or destroy also work 🤷‍♀️

Edit : oh, supercruise manouvering also works wonders... the old 90 degree full throttle snap works wonders for completely avoiding interdiction.
 
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If I've plotted a course over 3 jumps to grab stuff from a station, and I've got 4 pirates chasing me, why not have the game run an RNG check to see how they'll be spread out over my trip vs just dogpiling them onto me from the second I get into the mission target system all the way to 0.5s from a station? I'm saying the system could be better, not that it's hard. It's not hard. It's needlessly irritating, when it could be a much more immersive and believable system.
As an idea - if it only was possible (as part of a game mechanics) to join some others interdiction to drop all together once interdiction finished. I can imagine a couple of pirates trying to chase me at the same time - one starts interdiction and a couple of seconds later the second one joins (which increases the difficulty to evade for me). So the more stacked missions - the less chance potentially to evade.
But in high security system if there are police ships nearby in SC, they could also try joining the interdiction to be in place before crime is committed. So I can see ships joining interdiction and decide maybe it is safer to submit e.g. if there is 1 pirate and 2 police.

UPD: that could be imo better for wing gameplay than current drop on others wake signal mechanic - which seems to be a bit as immersion breaking hack.
 
Tone it down. Seriously. It's beyond a joke. No matter how many missions I have, No matter what ship I'm using (cutter in this case), bloody flooblegorp snarklepants the pirate in their damned pig of a Type 10 SHOULD NOT UNDER ANY CIRCUMSTANCES BE CAPABLE of interdicting me LESS THAN 10 SECONDS AFTER I GET BACK INTO SC WITHIN 8ls OF A STATION (this happened 3 times in one trip for crying out loud, same npc every time).
...not that it's hard. It's not hard.
From your Original Post, it sounds to me like its way too hard. For you. And you don't understand the game mechanics involved.

Prepare your ship better. Pick your missions more carefully. Learn some combat. Its not that hard. And it does make sense. 99% of the time the pirates attack you from the system they live in. And its usually the target systems of your missions. And if you fight them and don't defeat them they will interdict you again. And again. And again. IIRC when you fly to a system completely unrelated any of your missions the interdictions stop happening, except the random ones you get from local pirates if you are carrying stuff in your ship.
 
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IRC when you fly to a system completely unrelated any of your missions the interdictions stop happening, except the random ones you get from local pirates if you are carrying stuff in your ship.
That may be dependent on the mission type.

One of my favourite things is to grab as many salvage and assassination missions as possible, then just roam and do them. I then get assassination targets dropping in on salvage uss where systems overlap, but also get salvage mission tails drop in on salvage and assassination uss... but that's regardless of system.

It's pretty good cashola and fun.

Edit: btw that's not just the usual spawns of npcs when doing salvage missions... this is a wrinkle that happens after you've picked up salvage and you get tails just like cargo delivery, trying to stop you getting to the return system.
 
As an idea - if it only was possible (as part of a game mechanics) to join some others interdiction to drop all together once interdiction finished. I can imagine a couple of pirates trying to chase me at the same time - one starts interdiction and a couple of seconds later the second one joins (which increases the difficulty to evade for me). So the more stacked missions - the less chance potentially to evade.
But in high security system if there are police ships nearby in SC, they could also try joining the interdiction to be in place before crime is committed. So I can see ships joining interdiction and decide maybe it is safer to submit e.g. if there is 1 pirate and 2 police.

UPD: that could be imo better for wing gameplay than current drop on others wake signal mechanic - which seems to be a bit as immersion breaking hack.
This, now THIS sounds like immersion to me. Someone gets it.
 
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