Stop losing %HP on ship and spinning ship after successeful interdictions

Because what's the point to interdict if you have a loss on it because you just lose, for instance in my case right now, 30000 Cr worth of repairs on successeful interdictions.

That's simply non-sense!!
 
Think about it: every drop from supercruise at high speeds under every other circumstances causes damage. A successful interdiction is a drop from supercruise at high speeds. Why should the one be treated differently than the other cases?
 
In order to avoid taking damage when dropping out of super cruise, you have to be below a certain speed threshold. It doesn't matter whether you're interdicting or arriving at a station or USS or using the emergency drop feature. If you're going too fast, you're going to take damage.

This is how the game is intended to work.

Maybe you should elect to interdict targets that are going slower, perhaps delaying your interdiction click until they're nearer to their destination and have slowed down? Or maybe be clever enough to catch them departing a location and interdict them before they have a chance to get up to speed?

Think... You can has brain. :)
 
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Out of curiosity, since I've never interdicted someone myself: what happens when the victim submits to the interdiction? Does the interdictor still get damaged? (The interdicted one doesn't, of that I'm sure.)
 
The no dmg threshold is the section highlighted on your left hand spedometer/distance to target screen n blue. Anything faster than that is an unsafe drop.
 
if it's intended to work like that, than in my opinion makes non sense at all: it discourages interdiction as a whole on mid to high tier ships (basically ASP onwards), i lose 30k credits on a ASP on average every "shaky" successful interdiction. That doesn't make sense at all in my opinion.

And don't tell me "the pick your targets wisely" or "anti-griefing" system: if i'm doin piracy instead of Bounty Hunting how should i know if that Type 6 or Type 7 i'm interdicting has 100tons of Gold or 100tons of Bauxite? I don't of course and wasting 30k on a bauxite grab is frustrating.

Also anti-griefing? allright: get bigger fines / bountys for piracy on human players: they should know anyway to be careful on anarchy systems this is Elite: DANGEROUS because once again, losing 30k+ to interdict a human player in a type 6 or an ASP or a cobra...what's the fun on that?

None of course. If it's supposed to work like that, change it then, we already have faster then light travel in game and non-realistic game mechanics, what's the fuss about no damage and perfect exit to the guy that interdicts no matter what speed he drops into normal speed???
 
you interdict target of high value. Some player have hundreds of of thousands of Cr of bounty then your 30 000 lose are ok. If you are a pirate I guess you should use the safe speed. No need to change the system, but more explanation will be welcome.
 
The no dmg threshold is the section highlighted on your left hand spedometer/distance to target screen n blue. Anything faster than that is an unsafe drop.

Thanks, good to know.

Pls, be aware, that low speed is not enaough. You also have to be alligned with the escape vector while submitting, similar as you want to escape. Otherwise it will cause damage as well.
I had bad experiences with that multiple times before someone points me into that direction (repair of 25k just for being scanned by Feds and submitted wrong).
 
Out of curiosity, since I've never interdicted someone myself: what happens when the victim submits to the interdiction? Does the interdictor still get damaged? (The interdicted one doesn't, of that I'm sure.)

It all depends on how fast you're going. That's what was JUST SAID.

Submitting doesn't make any difference against a player, but if you get interdicted by an NPC and you submit, the FSD cooldown is very significantly shorter.

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if it's intended to work like that, than in my opinion makes non sense at all: it discourages interdiction as a whole on mid to high tier ships (basically ASP onwards), i lose 30k credits on a ASP on average every "shaky" successful interdiction. That doesn't make sense at all in my opinion.

And don't tell me "the pick your targets wisely" or "anti-griefing" system: if i'm doin piracy instead of Bounty Hunting how should i know if that Type 6 or Type 7 i'm interdicting has 100tons of Gold or 100tons of Bauxite? I don't of course and wasting 30k on a bauxite grab is frustrating.

Also anti-griefing? allright: get bigger fines / bountys for piracy on human players: they should know anyway to be careful on anarchy systems this is Elite: DANGEROUS because once again, losing 30k+ to interdict a human player in a type 6 or an ASP or a cobra...what's the fun on that?

None of course. If it's supposed to work like that, change it then, we already have faster then light travel in game and non-realistic game mechanics, what's the fuss about no damage and perfect exit to the guy that interdicts no matter what speed he drops into normal speed???

You're not listening. You're picking the WRONG TIME to interdict your target. And I'm sorry, you aren't getting 30,000 credits in damage from a 2% hull hit when interdicting beyond a safe speed. If you are, that means your entire repair is 1.5 MILLION to fully repair (not replace, just repair). Even in my 30 million credit Asp it only costs about 200k to repair up from 30% remaining hull. What ship are you flying? Are you just exaggerating like I suspect you are? You only take 2% hull damage from an interdiction going too fast. That's NOT 30,000 credits worth of repair.

You're just whining and crying because the game doesn't function the way you want it to function. Stop it.
 
You're not listening. You're picking the WRONG TIME to interdict your target. And I'm sorry, you aren't getting 30,000 credits in damage from a 2% hull hit when interdicting beyond a safe speed. If you are, that means your entire repair is 1.5 MILLION to fully repair (not replace, just repair). Even in my 30 million credit Asp it only costs about 200k to repair up from 30% remaining hull. What ship are you flying? Are you just exaggerating like I suspect you are? You only take 2% hull damage from an interdiction going too fast. That's NOT 30,000 credits worth of repair.

You're just whining and crying because the game doesn't function the way you want it to function. Stop it.

The 30k is "normal" repair bill, sometimes is less yes when i lose 2% sometimes is more when, and it did already happen, lost 11%.

I will try that "better timing to interdict" strategy tonight and see the results...i really hope it is that linear and at lower speeds you seldom get a repair bill. Despite nonetheless having to wait until that bot/player decides it's to time to land somewhere...or even better...it's time to hyperdrive somewhere else or go solo mode.

I am not whining, i'm just stating my opinion about this particular game mechanic before it didn't bother me that much, but in an ASP (not far from fully upgraded) it hurts a lot. You don't need to go rude or arrogant with your argument.
 
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Welcome to the game where there is no typical MMO style that highly upgraded toon one shot lowbie. so should Anaconda be totally OP jump among small ships without any consequences to wipe them all out? I highly disagree - it is not logical to exit such a high speeds and angles without some form of stress on the ship and on top of it it is not fair either.

I am currently flying Imperial Clipper and that swag is expensive as hell in every possible way. In this regard I still interdict ships with Wanted status but I pick my targets carefully!

  • I usually pick a target that is worth picking 30K+ credits
  • I pick target that has right angle and speed, yet still this is my perception as I haven't perfected this but usually results interdicting enemy without damaging my ship
  • I buy higher class and quality of interdicting module
  • my victims are usually Asp and above but if I find Viper or Cobra with high bounty I will attempt to interdict them as well

Having that in mind, I think it is awesome feature. It requires from player to learn how to interdict properly not to b trivial thing and gank anyone at whim.
 
The 30k is "normal" repair bill, sometimes is less yes when i lose 2% sometimes is more when, and it did already happen, lost 11%.

I will try that "better timing to interdict" strategy tonight and see the results...i really hope it is that linear and at lower speeds you seldom get a repair bill. Despite nonetheless having to wait until that bot/player decides it's to time to land somewhere...or even better...it's time to hyperdrive somewhere else or go solo mode.

I am not whining, i'm just stating my opinion about this particular game mechanic before it didn't bother me that much, but in an ASP (not far from fully upgraded) it hurts a lot. You don't need to go rude or arrogant with your argument.

Then maybe you need to take the advice in my post. I fly an ASP too, cost me about 30 million to put together (which doesn't matter because hull damage is linear and not based on upgrades).
 
Actually, I like this type of balance thing. it makes it so larger ships aren't purely "better at everything" than smaller ships. As an anaconda pilot, you don't go chasing people around and interdicting them, because it's not cost effective. This is a job for smaller, more nimble and cheaper ships. Adds variety
 
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