Perfect Interdiction Demo

Hello,

there has been some talk about interdictions lately.
Below is a demo of 2 interdiction's, both with slightly different results.
I am using the same ship and build in both video's.

See if you can spot why the results are different and what I did right to get the perfect advantage when entering normal space.


Not so Perfect Interdiction.
[video=youtube_share;sT8frgnoJnc]https://youtu.be/sT8frgnoJnc[/video]

A Perfect Interdiction.
[video=youtube_share;EeFi4BqjC2g]https://youtu.be/EeFi4BqjC2g[/video]
 
Well, my wing's interdictor always goes "by the feel of it", goes slow/hits speed cap/throttles down... I've never seen him fail an interdiction so far.
 
I dunno why the throttle helps, but it does. Even though they said it don't.

Yea I figured this out recently when trying to get a logger Conda (to log again). Always seemed to spawn me slightly infront of me so I realized I better pull the throttle back before entering normal space so that atleast he flies past me.

Just now watched the videos and I'm not actually talking about the same thing that happaned in the video.. anyway it seemed to spawn me kind of in-front of the Conda for some reason, assume it's a bug (like when it spawns them inside of me).
 
Throttle in blue zone makes your ship more manoeuvrable even in super cruise, which means it's easier to keep in position.

Throttle position helps in that way, but doesn't have a direct effect on interdictions. Which is why frontier said it makes no difference.
 
Throttle in blue zone makes your ship more manoeuvrable even in super cruise, which means it's easier to keep in position.

Throttle position helps in that way, but doesn't have a direct effect on interdictions. Which is why frontier said it makes no difference.

Speed does make a difference though.
 
Ok, here's what I can tell so far.

Being directly behind your target and matching their speed allows a calm tether connection, ie no wild swings or fight to get back on target.

Following the same flight path and turn/rolling the same as your target increases blue bar better than just trying to point at target.
Being in the blue zone helps with this. There is a sweet spot, different with each target, inside the blue zone. Find it, it makes a difference.

The final part is the hardest. We want to try and get the throttle to decrease to zero at about the same time the blue bars fills.
With a little practice, we can drop into normal space with guns facing target and no spinning.
(I've tested again last night after some doubts but it's repeatable so I'm convinced it works and it's not just rng).

If you pause each video at the start of each interdiction, then play both at the same time, you may notice the difference better.
Notice where my throttle and speed is, at time of success. If it's perfect, we can even receive no damage.
 
I've never given much interests to interdictions, but seeing these videos makes me wonder: what is the effective range of those interdictor devices? You seem to be able to pull targets out of FS from more than 300ls away - IMHO that's a lot. Like a lot a lot. That's like an average distance between planets / stations / points of interest in a system.

I don't want to hijack the thread, but considering there have been some complaints in the latest season about the unfairness of interdictions, I can't help wonder: if the range of the interdictors would be reduced to, say, 50ls, then the interdiction game would be two-fold. You would have the tug of war minigame, but also you would need to position much closer to the target, follow them accordingly, consider an interception speed where you catch up to them but not overshoot them etc. Targets which are aware of their pursuers could choose to abandon their target station, flee and keep the distance between the ships, navigating away from gravity wells to keep their speed.etc. I think it would create much more interaction between players interdicting one another which involves actual flying of the ship, as opposed to macro text demands and high-waking.

Consider the scene from Master and Commander: The Far Side of the World, where the HMS Surprise escapes the Acheron and later catches up to her, and the quote from one of the characters: In all my years I've never seen the like. It has to be more than 100 sea miles and he brings us up on his tail. That's seamanship, Mr. Pullings. My God, that's seamanship.
 
My own experience is that speed is the key factor. If interdictor is catching his target (target is slower) interdictor will win. If target is faster than player trying to interdict he can't start interdiction or lose it if target become faster during it (even if you perfectly point at vector indicator). Most of my interdictions have been against npcs.
 
I've never given much interests to interdictions, but seeing these videos makes me wonder: what is the effective range of those interdictor devices? You seem to be able to pull targets out of FS from more than 300ls away - IMHO that's a lot. Like a lot a lot. That's like an average distance between planets / stations / points of interest in a system.

I don't want to hijack the thread, but considering there have been some complaints in the latest season about the unfairness of interdictions, I can't help wonder: if the range of the interdictors would be reduced to, say, 50ls, then the interdiction game would be two-fold. You would have the tug of war minigame, but also you would need to position much closer to the target, follow them accordingly, consider an interception speed where you catch up to them but not overshoot them etc. Targets which are aware of their pursuers could choose to abandon their target station, flee and keep the distance between the ships, navigating away from gravity wells to keep their speed.etc. I think it would create much more interaction between players interdicting one another which involves actual flying of the ship, as opposed to macro text demands and high-waking.

Consider the scene from Master and Commander: The Far Side of the World, where the HMS Surprise escapes the Acheron and later catches up to her, and the quote from one of the characters: In all my years I've never seen the like. It has to be more than 100 sea miles and he brings us up on his tail. That's seamanship, Mr. Pullings. My God, that's seamanship.

Not how interdictors work. They are heavily effected by the gravity wells and speed. The range of the interdictor is relative but always more or less the same only changing with interdictor class.

It's already easy enough not to get interdicted in the first place.
 
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This actually seems to work! Thanks!

Thanks.

With further testing it seems that throttle doesn't do anything during interdiction except the blue zone giving better manoeuvre.
Being close to 1C when we drop out does have us facing the target.
I'm assuming having no throttle or thrust when dropping into normal space is the key here so I think if we reduce our throttle a few seconds before the end it will work.
 
Again I think I can confirm this. ;)
The throttle setting seems to have NO influence druing the interdiction (mini-game) but it seems to affect the position and rotation once it's over.
 
If the interdictor - zero throttle

If the interdicted - full throttle forwards

The above works but there are so many variables involved (ship type at both ends of the tether, skill of the opposition whether npc or cmdr, gravity wells, etc) that you can't put your success rate down to one of them.

Practice also helps.
 
Again I think I can confirm this. ;)
The throttle setting seems to have NO influence druing the interdiction (mini-game) but it seems to affect the position and rotation once it's over.

Throttle no but the speed and momentum itself I do belive does.
 
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