NPC Interdiction frequency.

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.
Looking at your post history, i can see that you seem to enjoy telling people that they're trash using roundabout methods with more words than necessary so i'm gonna make this real simple to understand.
The way that pirate interference is laid out right now is dogwater lacking and with a little bit of effort to make pirates seem more like they use more than two brain cells, they could be much more immersive and fun.
 
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.

Not sure if im getting this right, but that's exactly what's happening if you stack multiple missions.
There is a long line of pirates tailing you in Supercruise.

One starts the interdiction:
a) i fight it, win it, then the next one starts an interdiction, rinse and repeat - up to 4-6 interdictions in less than 200 ls.
b) i submit, and i start fighting the pirate, 2-3 other pirates drop in the same instance and attack me... or one of the other pirates 😂

Since i'm only interested to run my stacked missions, i dont usually get into combat, so i tediously fight and win every interdiction (that's the only way to get rid of the pirate, if i just submit, boost and low wake, they'll be back on my tail in no time)


Edit: however, i do submit, boost and low wake if the interdiction happen in the last 10ls, simply because by the time i win it, my ship could be like 30-40 ls from the station 😂
 
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Not sure if im getting this right, but that's exactly what's happening if you stack multiple missions.
There is a long line of pirates tailing you in Supercruise.

One starts the interdiction:
a) i fight it, win it, then the next one starts an interdiction, rinse and repeat - up to 4-6 interdictions in less than 200 ls.
b) i submit, and i start fighting the pirate, 2-3 other pirates drop in the same instance and attack me... or one of the other pirates 😂

Since i'm only interested to run my stacked missions, i dont usually get into combat, so i tediously fight and win every interdiction (that's the only way to get rid of the pirate, if i just submit, boost and low wake, they'll be back on my tail in no time)


Edit: however, i do submit, boost and low wake if the interdiction happen in the last 10ls, simply because by the time i win it, my ship could be like 30-40 ls from the station 😂
I think what he was going for was if there's let's say, 4 pirates in that line, they all interdict. Simultaneously. And local authority forces can join in on that so that they're on site as soon as everybody drops out of SC, which could result in all out brawls from the get-go. This i'd go for. This would be mad. Sure it's not too different from the current, but certainly sounds more entertaining/feasible.
 
Not sure if im getting this right, but that's exactly what's happening if you stack multiple missions.
There is a long line of pirates tailing you in Supercruise.
No.

The idea is that next pirate joins to the current interdiction and the process is getting harder for the person trying to evade - like more distractions, less predictable moves of escape vector etc. The more pirates joins - the more difficult. If you submit/loose - all joined drop simultaneously, if you evade - all suffer effects of your evasion.

Then the difference between high/med/low security systems - the higher security the higher chance system security force ships will notice criminals interdiction and join it to investigate or defend the target. Or punish the target if it transports illegal stuff or has wanted status.

There could be even more changes in mechanic - so everyone who "joined" interdiction has slightly different game - it can contribute towards or against evading - like 2 escape vectors one has to choose. E.g. to help traders counteract single pirate as well as the other way around.
 
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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)

Having them all pull you in the destination system is the believable option - they've been given a contract to stop you delivering to that location, they don't know what route you're going to take so of course they're going to wait in the one place that they know you're going to be in.
 
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Looking at your post history, i can see that you seem to enjoy telling people that they're trash using roundabout methods with more words than necessary...
Learning to building a capable ship, taking on missions you can handle, and learning combat is pretty basic advice to someone that starts a thread with a rant.
 
That may be dependent on the mission type.
Ya, I was assuming trade missions from the Original Post and the OP is flying a cutter. Maybe its a mixture of stacked mission types causing the OP grief. But regardless the OP can choose the ship, build, & missions to suit. The OP needs to read the missions, they describe what to expect. The OP can make choices.

Learn from mistakes. Adapt to the game. Don't expect the game to adapt to the player.
 
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the difference is understood just fine

My posts are telling you, I like it this way, I would prefer it if they were MORE aggressive
their job is to prevent delivery
mine is to kill them and deliver it anyway

if the roles were reversed, by your methods you would never stand a chance of stopping them.
me, I would hound him till he is dead, very simple, in his face every chance I get.


I have had over 12,000 interdictions in the past 1 year
just so you have some scope.

the problem as I see it is quite different.

If you think it could be better, fine. But will it be better for me too, or just you?
My version of better = tougher interdictors that can actually damage me and more of them. 9 per mission isn't enough.

that said

for those NOT wanting interdictions, there are plenty of mission types that have none.

everyone plays differently.
and the game offers choices.
 
You don't even have to take missions. I was going to try tinkering with the new guardian thargoid relic thing. After 2 hours of incessant interdictions I gave up. It was patently rediculous.
 
You don't even have to take missions. I was going to try tinkering with the new guardian thargoid relic thing. After 2 hours of incessant interdictions I gave up. It was patently rediculous.
referring to the recent change in goid behavior?

what did you expect?
everyone has been posting about how bad they are right now...kinda silly taking it like its a bad thing that's not even slightly related to human type npc interdicting due to cargo or missions or the size of your ship

yet, both are normal under the right conditions.
conditions humans create.
 
referring to the recent change in goid behavior?

what did you expect?
everyone has been posting about how bad they are right now...kinda silly taking it like its a bad thing that's not even slightly related to human type npc interdicting due to cargo or missions or the size of your ship

yet, both are normal under the right conditions.
conditions humans create.
As Ned said. You like pirates? Carry worthless guardian relics. They will be everywhere you go. I could walk from sol to the rift on pirate chieftains. It was so absurd as to be insulting.
 
Having them all pull you in the destination system is the believable option - they've been given a contract to stop you delivering to that location, they don't know what route you're going to take so of course they're going to wait in the one place that they know you're going to be in.

In fact that's the only option, another thing not mentioned is that interdicting ships can for the most part only interdict another ship when it's slowing down for it's destination, which is why they tend to catch up to you as you approach the station. If you jump in to a star and point directly away from the star on full throttle any ship dropping in behind you is ipso facto going to be traveling slower than you due to being closer to the star, in that situation they simply can't catch up with you to interdict you, unless you dawdle of course.

Once you jump into the destination system and point towards your target, well if you travel a straight line of course, people seem to have forgotten the looping in out of the trade route tricks and etc that used to be all the rage, then the moment you start slowing down that's when the pirates catch you and interdict, so while it seems like bad game play to have all the pirates interdict you on approach to the station, that's how the game mechanics actually work, that is when you will be interdicted.

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.

Because the moment you point at the station and start slowing down is the only point at which the NPC's can interdict you, it's not a decision made by the makers of the game just to annoy you, remarkably, it's a physical restriction determined by the mechanics of the game, and once you understand that you can use tactics to avoid it, like continuous looping into the station for instance, that usually works. The moment this happens "as soon as you've lined up the station again" you make yourself vulnerable to interdiction, then and only then. What you are in fact doing is exactly what the pirates want, and the worst method of avoiding them, fly in a straight line directly towards the station, what could go wrong? Its basically sitting duck syndrome, you are the sitting duck, the pirates love you!
 
Because the moment you point at the station and start slowing down is the only point at which the NPC's can interdict you, it's not a decision made by the makers of the game just to annoy you, remarkably, it's a physical restriction determined by the mechanics of the game, and once you understand that you can use tactics to avoid it, like continuous looping into the station for instance, that usually works. The moment this happens "as soon as you've lined up the station again" you make yourself vulnerable to interdiction, then and only then. What you are in fact doing is exactly what the pirates want, and the worst method of avoiding them, fly in a straight line directly towards the station, what could go wrong? Its basically sitting duck syndrome, you are the sitting duck, the pirates love you!
players baffled by the idea of aiming wide of the station and pulling a fish-hook so they're coming in while the pirates are 90-degrees on when they get into interdiction range and thus can't interdict

even pulling the loop of shame on purpose is enough to throw off most pirates
 
players baffled by the idea of aiming wide of the station and pulling a fish-hook so they're coming in while the pirates are 90-degrees on when they get into interdiction range and thus can't interdict

even pulling the loop of shame on purpose is enough to throw off most pirates

Yeah, this is my imagined conversation in the pirate ship;

Chief Pirate to pilot; Ah drat he's evaded us, we'll never catch him now he knows we're here, he'll take evasive action into the station.

Pilot to Chief Pirate; Sorry chief.

Chief Pirate to pilot; Not your fault lad, that's a cutter, hard to beat.

Pilot to Chief Pirate; Hang on captain, he's just going straight in.

Chief Pirate to pilot; go get him lad, if keeps doing that we'll just wear him down until he gives in hahahahe

Rest of pirates in background; hahahahaha
 
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