So how is the interdiction mechanic these days...?

As of the current version, Interdictions are basically optional. They're almost impossible to lose. Plus pirates now demand specific cargo, and wait for you to drop it, giving you an extra 10 seconds to get out, if you do fail the Interdiction. Easy!

Thanks for that. After submitting, if not actively engaged in combat, I don't see much point in having your ship destroyed due to an over zealous NPC, if you just want to flee. If the options have been improved to avoid or placate pirates, then fine. Though again, only in practice, we will see how this plays out.
 
Thanks for that. After submitting, if not actively engaged in combat, I don't see much point in having your ship destroyed due to an over zealous NPC, if you just want to flee. If the options have been improved to avoid or placate pirates, then fine. Though again, only in practice, we will see how this plays out.

NPC pirates quickly scan you and leave you if you have nothing valuable, or you are just not that interesting target (as least as on 2.4 beta 1)
 
The interdiction mechanic is quite easy. If you are being interdicted you have two options: fight the interdiction. If you loose, your frameshift drive will take long to come up again. Or submit. Then you can charge your frameshift drive immediately again. If you safely escape into supercruise the agressor may interdict you again within a few seconds and so on ...

That was the other thing - chained interdictions. I found that really annoying. Hence why I preferred to submit, drop mines.
 
The interdiction minigame has been tweaked so many times, and the result was never good I think.
Truth is skill is rarely involved in the result, as it's mostly all about the relative agilities of the ships (with the interdiction factor of each ship determining how long the minigame will last). Either your ship can't lose it even if you barely touch anything (that's the current balance iteration), either your ship can't beat it, and in the rare occasions that player input matters to a degree, it's all down to just steering the ship, which doesn't exactly make for a compelling minigame IMO.
I wish Frontier would either develop it at least a bit, add proper timings for various maneuvers, give the throttle a role, or drop the idea of a minigame entirely.
 
Right, finally got back into the game after the update...had my first interdiction in an Hauler, just fitted out to get the feel of the game again.

The initial capture was gentle and the escape vector was in view, not thrown off; was able to evade interdiction quite easily, though required constant adjustment. I don't expect all of them to be like this, but as the first rude awakening back into this game, this was manageable and a promising improvement to what I last remembered.

IMO FD should not increase difficulty to the mini-game, if anything, it needs to be easier; it should not become the breaking point that causes players to quit the game out of frustration. It should add flavour, wake you up and take action and not impede players who just want to get back to what they were doing.
 

Deleted member 115407

D
Right, finally got back into the game after the update...had my first interdiction in an Hauler, just fitted out to get the feel of the game again.

The initial capture was gentle and the escape vector was in view, not thrown off; was able to evade interdiction quite easily, though required constant adjustment. I don't expect all of them to be like this, but as the first rude awakening back into this game, this was manageable and a promising improvement to what I last remembered.

IMO FD should not increase difficulty to the mini-game, if anything, it needs to be easier; it should not become the breaking point that causes players to quit the game out of frustration. It should add flavour, wake you up and take action and not impede players who just want to get back to what they were doing.

The problem comes when you master the mechanic - then interdictions are so easy to break that they become just a lackluster event.

I really wish this game had difficulty sliders for things like that.
 
Back
Top Bottom