Remove interdiction devices from the game

The only problem I have with Interdiction is that there is no consequence for failure.

A failed Interdict should result in some sort of damage to the Interdictor, a sort of feedback effect.

In my more GMish moments, I think that should be an insta-kill because the power plant detonates, but dumping the ship out of SC without the intended target would not be an unreasonable result since you are trying to use your SC as an anchor against theirs. I would also want a percentage of damage, but, whether and how much is debatable.
... have you never... used an interdictor? That's exactly what happens if you fail an interdiction. You get dumped out of supercruise with the same module/hull damage as performing an emergency drop, and have a long cooldown on spinning up your FSD again.
 
... have you never... used an interdictor? That's exactly what happens if you fail an interdiction. You get dumped out of supercruise with the same module/hull damage as performing an emergency drop, and have a long cooldown on spinning up your FSD again.
Excepting once for one of the Colonia expeditions to keep NPC pirates off of haulage vessels, I have not.

<hat tip> Thank you for letting me know that this is the case, as it didn't apply to NPCs last time I played and I had avoided any player performed events.

I would say, though, that you should take more damage than just an emergency drop as your system (Interdictor) was suddenly going from load bearing (a minimum of 10s of tons) to zero resistance without a proper shutdown or other method of absorbing the energy involved.
 
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<hat tip> Thank you for letting me know that this is the case, as it didn't apply to NPCs last time I played and I had avoided any player performed events.
A lot of things don't apply to NPCs when it comes to persistence between one instance and the next!
Or tracking you across multiple systems, for that matter. If you're set to be followed by a dude called Bob, it just spawns a new guy named Bob in your supercruise instance regardless of whether you'd fought or evaded Bob before.
 
Devil's (or OP's) advocate here:

1. The mini game of interdiction is a bit arcadish
2. The concept of how super cruise works seems it would prevent someone moving at your same speed from causing you to drop speed, without a tractor beam (which if exits should replace limpets)

Can't think of anything else. It's such a part of the game by now that losing it would be game breaking.
 
Fearless CMDR TheJebblue, where do you stand on having to get you checker down to the end to make a king out of it, in checkers? And on double jumps?
 
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