Problems with NPC pirates

So i've noticed this before, but never as bad as this. When you run cargo missions, pirates are sometimes sent against you. If your weapons are man enough to finish them off its fine, but if you only do some damage like they go down to 20-30% hull left they run and supercruise away, ONLY to re-interdict you with full health and full shield. The NPC in question doesn't have a AFMU fitted, so why do they heal as soon as they surge away??? It must be a bug! Otherwise i'd like some mods to allow me to jump away and recover full health+shield.... Someone please check into this!
 
Its something to do with the peer-to-peer set up of ED, and so each encounter with an NPC is esentially a new instance. They will be back up to full shields/hull/ammo, might even have a different load out or a different ship. It is just the way it is.
 
A cutter being flown, because i have the shields to protect me and want the extra credits. Not overthinking. I believe if i jump away to super-cruise then re-interdict someone, anyone, i'll still have the damage done to my ship and the half shields or no shield depending how the fight went, so why can the NPC jump away and get full health that is so unfair! I still have to pay for the damage they caused to me and ammo costs.

So you would be fine if i interdicted you, you got me to 2% hull left, and i cause 50% damage to you. Then i jump away to super-cruise, 3 seconds later re-interdict you with full shields and 100%hull and you're still on 50%. Would that be a fair fight in your opinion?
 
You're overthinking because they're NPCs, not player characters. They're hilariously easy to defeat, who gives a squirt if they come back with full shields?
 

Terra6790

Banned
So i've noticed this before, but never as bad as this. When you run cargo missions, pirates are sometimes sent against you. If your weapons are man enough to finish them off its fine, but if you only do some damage like they go down to 20-30% hull left they run and supercruise away, ONLY to re-interdict you with full health and full shield. The NPC in question doesn't have a AFMU fitted, so why do they heal as soon as they surge away??? It must be a bug! Otherwise i'd like some mods to allow me to jump away and recover full health+shield.... Someone please check into this!

they aparently have awesome pit stops that stop time xD its aparently one of the things that makes elite super realistic x'DDD
 

Terra6790

Banned
You're overthinking because they're NPCs, not player characters. They're hilariously easy to defeat, who gives a squirt if they come back with full shields?
theres npc's in the game that are more tough than players but if all you do is basic sht i guess you wont see them! regardless its not just about defeating i happen to know the npcs this guy talks about and its true theyr usually anacondas and its irritating youre trying to get to a station and they interdict, they can run from u at 1% and interdict you again full power after your ammo is depleted that will off anyone trying to acomplish somehting especially if theres time limit involved but i gesss in your basic world this must not happen! good for you now who gives a squirt if you only fight harmless npcs etc??? xP
 
You're overthinking because they're NPCs, not player characters. They're hilariously easy to defeat, who gives a squirt if they come back with full shields?
If it was only full shields i could deal with that, it's that they come back with full 100% hull too. After jumping away for 5-10 seconds. Why do they get that handicap over real players?

We can't heal our hull in space back to 100% in 10 seconds, so point still stands why/how can they?
 
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We can't heal our hull in space back to 100% in 10 seconds, so point still stands why/how can they?

And the answer remains:

Its something to do with the peer-to-peer set up of ED, and so each encounter with an NPC is esentially a new instance. They will be back up to full shields/hull/ammo, might even have a different load out or a different ship. It is just the way it is.

That's the way its always been. No amount of railing against it is going to change it now. It's down to the architecture of the game.

...so why can the NPC jump away and get full health that is so unfair! I still have to pay for the damage they caused to me and ammo costs.

So you would be fine if i interdicted you, you got me to 2% hull left, and i cause 50% damage to you. Then i jump away to super-cruise, 3 seconds later re-interdict you with full shields and 100%hull and you're still on 50%. Would that be a fair fight in your opinion?

Apples to oranges. An NPC Pirate is, as @Glacieredapollo has observed, rather trivial by comparison to a Player Pirate - and I say this as someone who had his Cobra IV full of Painite (about 40 McR) exploded by one last night because I was tired and forgot the Cobra IV is slow, slow, slow, and I submitted without thinking to an NPC Python... Easy come, easy go.

You don't have to like it, but it's not going to change.
 
Honestly they've always been like that, we just didn't notice until 3.3-ish when the devs changed their behaviour to make them less suicidal when they were obviously outmatched and actually try to run instead of fighting until they died.

I just wish the game would register them as having been driven off and not have them come after you again when you return to supercruise. "Incoming enemy" targets could even be struck off the list - you didn't kill them so you don't get the bonus payment, but that particular assassin has been sent packing and won't bother you again.
 
theres npc's in the game that are more tough than players but if all you do is basic sht i guess you wont see them! regardless its not just about defeating i happen to know the npcs this guy talks about and its true theyr usually anacondas and its irritating youre trying to get to a station and they interdict, they can run from u at 1% and interdict you again full power after your ammo is depleted that will off anyone trying to acomplish somehting especially if theres time limit involved but i gesss in your basic world this must not happen! good for you now who gives a squirt if you only fight harmless npcs etc??? xP

I'd like to see these super dangerous NPCs you're talking about. I mean any elite rated NPC is short work for an appropriately outfitted combat vessel being flown by a pilot who knows what they're doing. They're certainly not as nasty as any of the gankers that hang about Shinrarta. I don't understand why you're even letting NPCs interdict you.

Which leads me to my next point, I only get interdicted when I want to be. Which is never. The reason it is never is because there is only one good reason to interact with 1v1 NPCs; they're part of a mission. And the missions pay like crap in comparison to bounty hunting at compromised nav beacons or combat zones where you can encounter lots of wanted NPCs on your own terms, not theirs.

So, the unspoken thing that makes this all funny is that it comes down to one simple fact; once you get to the higher levels, you'll see that a ship that's purely specialized for one activity will allow you to make credits in orders of magnitude better than a multi role ship. So, that being said, I'd never fight in a ship specialized in trading. You're giving up jump range and thus, you're giving up credits per hour to carry weapons which are pointless because we're all good enough here to win the interdiction mini game, right? So, why would you fight them if you respect your own time? The answer is that you guys either don't know that, or haven't got gud yet, or you are purposely making less credits for role playing purposes.

Since you're git gud, I'll presume it's for role playing purposes ;)
 
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LOL, talk about NPCs, reminds me of an "assassination" mission I took against a "harmlesss" rated general. He was really "harmless" alright, BUT he was piloting a Fer de Lance... almost impossible to kill with an unengineered Cobra III.
 
Then there's the part where how can they even run when they should be mass locked. I'm no expert, but shouldn't a Python mass lock a sidewinder. If so, mine never does. I don't seem to mass lock any NPC regardless if I'm in my Python or Corvette.
 
Right. So i take a mission to complete that mission, + other side missions, like enemy's or collecting goods for passengers. We don't all play for credits like yourself, i've been playing since the beta on Xbox then transferred over to PC. I play to have fun, not to grind credits. Re-buy doesn't faze me, been through plenty of those over the years, but it just seems silly to say "get good" when i'm asking why they are like that.... Unless you don't know the answer and you want to butt in anyway. No offence.
 
Then there's the part where how can they even run when they should be mass locked. I'm no expert, but shouldn't a Python mass lock a sidewinder. If so, mine never does. I don't seem to mass lock any NPC regardless if I'm in my Python or Corvette.
Yes, you're sat 100m behind them blasting away and they can still jump away. Something is broken, or its always been broken like this. Like screemonster stated.
 
Edit: Or I could 'git gud' at reading comprehension and see my mistakes (who the references to playing for credits where made at and why) before I make 'em ¯\(ツ)

Still, the following remain valid, so I'll leave 'em up.

We don't all play for credits like yourself

I've mined painite litteraly twice, just to see how it is. I could do it in a much bigger ship than a Cobra IV, if I really wanted to be raking it in ¯\(ツ)

I brought up the value of the loss only to demonstrate that even though I regard NPC's as trivial, I'm not immune to them ¯\(ツ)

Unless you don't know the answer

Its still down to the P2P architecture of the game not storing NPC data and re-instancing them.

Here's an ED forum link to some other folks talking about the instancing/reseting of NPC states. I'm sure there are more ¯\(ツ)

It's not an explanation I pulled out of my rear, however much you don't like it ¯\(ツ)

Fly safe now.
 
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I'd say: get good at evading interdiction attempts or go ahead and fight, realizing that they'll get away once in a while. I made this query not too long ago too...

As was offered to me- Welcome to ED!
 
It's no bug.

The NPC's are different NPC's with the same name. Effectively, when they jump out they are indeed wiped from existence and a new one is created when you jump out/change instances. This new NPC can have a different ship or different weapon load out but will keep the same name.
 
I feel your endless pain. I was grinding credits in a Boom area to get the C-1,000,000,000 need to get the last trader rank of Elite. A few times , I was interdicted near a planet, while trying to win the mini-game, dropped out of supercruise to be confronted with 3 or 4 NPC Anacondas or submitting to a Fed gunship in my Krait, have a few Anacondas show up. You're right. I had several run what I had cargo and data missions for Elite and they always spawn Elite who may interdict up 2 or 3 times while you attempt to finish missions.
 
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