As an avid bounty hunter, even in a very fast ship, it is very difficult to consistently trap someone when they can jump away after submitting. The problem is it just leads to stalemates over and over due to the fact your shields instantly recharge when entering supercruise.
For interdiction to matter, it needs to lock someone down, even if they submit. Submission as it stands now is not submission, it is stating your intention to escape. Submitting should imply actual submission. As such I would like to propose a few changes to help with this:
- When Submitting, your thrusters overheat due to the sudden rapid deceleration from supercruise. Because of this, you are rendered unable to boost for 2 minutes. If you remain at 0% throttle after submitting for 30s, your engines rapidly cool and you can boost normally again. This lets you choose between submittjng and opting to fight, or genuinely submitting and being able to attempt escape sooner (but being more helpless before that).
- When submitting, your FSD goes offline for half the duration it would go offline if you had lost the interdiction fight. If your aggressor jumps away or you can put 3km between you, you immediately regain FSD functionality.
- The duration you are stuck with your aggressor should be increased if your aggressor has a higher class/rating FSD interdictor. Interdictors should have an "optimal target mass" stat which, if your target is under this mass, you get the full escape prevention. You would need to invest in better interdictors to lock down bigger ships. A class 1E interdictor that snags a laden Type-9 should not keep it in the area very long - it should be able to immediately jjmp out if it submits, and the aggressor (who has failed the mass differential check via his interdictor targeting a ship too heavy for it to work properly) should be stuck with a FSD on cooldown. This means that bigger ships require more investment from the pirate/hunter to interdict and successfully keep in place.
These changes would do a few things:
Interdiction becomes meaningful. You have a reason to fight the interdiction, because submitting or losing would ensure you were at the aggressor's mercy as it should.
Aggressors need to ensure they use a good enough FSD interdictor for the ship they are trying to stop. A large target could still submit and fight, if they wanted, but they would be able to escape the same as they currently can if they submit to an inferiorly-equipped aggressor.
There is a reason to use higher class/higher rated interdictors. This by proxy makes larger ships with more and higher class internal slots be potentially better at interdicting than smaller craft. It also opens up a dedicated interdiction ship role for pirate or bounty hunter wings. Having to choose between a good interdictor and something else like shield cells is an interesting and meaningful choice. As it stands right now there is no real reason to want anything bigger than a class 1 interdictor. This should also cut down on the number of player Anacondas being interdicted by npc sidewinders
.
For interdiction to matter, it needs to lock someone down, even if they submit. Submission as it stands now is not submission, it is stating your intention to escape. Submitting should imply actual submission. As such I would like to propose a few changes to help with this:
- When Submitting, your thrusters overheat due to the sudden rapid deceleration from supercruise. Because of this, you are rendered unable to boost for 2 minutes. If you remain at 0% throttle after submitting for 30s, your engines rapidly cool and you can boost normally again. This lets you choose between submittjng and opting to fight, or genuinely submitting and being able to attempt escape sooner (but being more helpless before that).
- When submitting, your FSD goes offline for half the duration it would go offline if you had lost the interdiction fight. If your aggressor jumps away or you can put 3km between you, you immediately regain FSD functionality.
- The duration you are stuck with your aggressor should be increased if your aggressor has a higher class/rating FSD interdictor. Interdictors should have an "optimal target mass" stat which, if your target is under this mass, you get the full escape prevention. You would need to invest in better interdictors to lock down bigger ships. A class 1E interdictor that snags a laden Type-9 should not keep it in the area very long - it should be able to immediately jjmp out if it submits, and the aggressor (who has failed the mass differential check via his interdictor targeting a ship too heavy for it to work properly) should be stuck with a FSD on cooldown. This means that bigger ships require more investment from the pirate/hunter to interdict and successfully keep in place.
These changes would do a few things:
Interdiction becomes meaningful. You have a reason to fight the interdiction, because submitting or losing would ensure you were at the aggressor's mercy as it should.
Aggressors need to ensure they use a good enough FSD interdictor for the ship they are trying to stop. A large target could still submit and fight, if they wanted, but they would be able to escape the same as they currently can if they submit to an inferiorly-equipped aggressor.
There is a reason to use higher class/higher rated interdictors. This by proxy makes larger ships with more and higher class internal slots be potentially better at interdicting than smaller craft. It also opens up a dedicated interdiction ship role for pirate or bounty hunter wings. Having to choose between a good interdictor and something else like shield cells is an interesting and meaningful choice. As it stands right now there is no real reason to want anything bigger than a class 1 interdictor. This should also cut down on the number of player Anacondas being interdicted by npc sidewinders
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