I've seen several post complaining about interdiction, about the mini game bing too hard, too easy, not favoring the aggressor enough, or too much, or whatever.
My suggestion to fix this is for the mini-game portion, as I understand it right now the aggressor is racing the attacker to fill their respective bar. Whoever reaches 100% first by staying on target longest, wins. This seems, as far as I can tell, 100% balanced.
Results, though, seem a bit odd.
Interdiction Fails: Interdicter gets dropped out of SC, takes heat & damage and suffers interdiction cooldown as if they had been interdicted. I imagine this is to ensure the pursued doesn't suffer constantly "double jeopardy" interdictions. This seems MONSTLY balanced, however, having the attacker take damage from this seems a bit harsh. If you're in a more expensive ship, not only are you losing out on a target, you're likely taking several thousand credits in losses.
Interdiction Succeeds: Interdictor drops out of SC softly behind target who gets a hard drop (heat, damage, extra FSD cooldown). Best situation for the attacker, gives a decent shot at killing the target, though a skilled target with decent defenses may still escape. This seems mostly balanced to me. The target DID lose the minigame. The damage from the dump, again, seems a little harsh, as even if you manage, at this point, to outfly the attacker and escape unscathed, you've lost a handful of credits to the void.
Interdiction Submission: This result seems the most problematic, based on what I've seen people saying, as well as how the mechanics work out. Attacker gets a soft drop behind the target, who also gets a soft drop. It seems the intent here is that the target is "submitting" to the interdiction, either in hopes of appeasing, or fighting off the attacker.
However, in reality, since the soft drop doesn't give a longer FSD cooldown like the hard drop, most targets simply submit, then FSD away very quickly, leaving the attacker no real recourse, unless they have the damage to completely kill the target before they can get away.
Given the (perceived) intent of this result (target wants to fight or parley), it would make sense to me that BOTH parties should receive something akin to a "medium" drop, no heat, no damage, but longer cooldown. That way, if the target wanted to fight, the attacker is stuck there with the, and if they're attempting to parley, they're stuck there so they must do so, rather than the target (or the attacker) being able to just (nearly) instantly escape.
If the target had wanted to run, they should have tried to win the mini-game, imo.
tl;dr: Interdiction Success / Fail seem fairly balanced (except for, perhaps, the dump damage), though Submission seems contrary to what it's "for" and should put both the attacker AND target's FSD on cooldown.
My suggestion to fix this is for the mini-game portion, as I understand it right now the aggressor is racing the attacker to fill their respective bar. Whoever reaches 100% first by staying on target longest, wins. This seems, as far as I can tell, 100% balanced.
Results, though, seem a bit odd.
Interdiction Fails: Interdicter gets dropped out of SC, takes heat & damage and suffers interdiction cooldown as if they had been interdicted. I imagine this is to ensure the pursued doesn't suffer constantly "double jeopardy" interdictions. This seems MONSTLY balanced, however, having the attacker take damage from this seems a bit harsh. If you're in a more expensive ship, not only are you losing out on a target, you're likely taking several thousand credits in losses.
Interdiction Succeeds: Interdictor drops out of SC softly behind target who gets a hard drop (heat, damage, extra FSD cooldown). Best situation for the attacker, gives a decent shot at killing the target, though a skilled target with decent defenses may still escape. This seems mostly balanced to me. The target DID lose the minigame. The damage from the dump, again, seems a little harsh, as even if you manage, at this point, to outfly the attacker and escape unscathed, you've lost a handful of credits to the void.
Interdiction Submission: This result seems the most problematic, based on what I've seen people saying, as well as how the mechanics work out. Attacker gets a soft drop behind the target, who also gets a soft drop. It seems the intent here is that the target is "submitting" to the interdiction, either in hopes of appeasing, or fighting off the attacker.
However, in reality, since the soft drop doesn't give a longer FSD cooldown like the hard drop, most targets simply submit, then FSD away very quickly, leaving the attacker no real recourse, unless they have the damage to completely kill the target before they can get away.
Given the (perceived) intent of this result (target wants to fight or parley), it would make sense to me that BOTH parties should receive something akin to a "medium" drop, no heat, no damage, but longer cooldown. That way, if the target wanted to fight, the attacker is stuck there with the, and if they're attempting to parley, they're stuck there so they must do so, rather than the target (or the attacker) being able to just (nearly) instantly escape.
If the target had wanted to run, they should have tried to win the mini-game, imo.
tl;dr: Interdiction Success / Fail seem fairly balanced (except for, perhaps, the dump damage), though Submission seems contrary to what it's "for" and should put both the attacker AND target's FSD on cooldown.