Well if you consistently managed to escape from human interdictions then I'll have to take your word for it since I've only been interdicted by NPCs so far.Strange, I haven't had any trouble escaping interdictions when I don't feel like submitting.
And I don't get why people who presumably PvP for the challenge instist on blowing up ships that aren't.There are enough ways to harden exploration ships to be ungankable without making them useless.
Granted, you need engineering for that, but at this point it's part of the game.
And there are good reasons to blow up explorers for the BGS, I don't get it why they always want to hand in their stuff in Deciat and Shinrarta,
instead of backwater hobotown where no one ever interdicts them.
Ship type also affects how the interdiction minigame works. Type-7s are a pain to catch in any big ship as they can turn very quickly.Well if you consistently managed to escape from human interdictions then I'll have to take your word for it since I've only been interdicted by NPCs so far.
I expect many of them use Menu Exit - which isn't quite the same.Usually people combat log after the first FSD breaker hits.
Why would a pvp toggle need a module? Just make open PvE a separate mode and be done with it.I posted an idea of player PvP consent toggle (optional ship module) and would expect some constructive criticism from the community.
To make ships that use it less efficient (it takes up space and likely adds weight and power draw) - and it's not always effective, i.e. it can be hacked (per the proposal).Why would a pvp toggle need a module? Just make open PvE a separate mode and be done with it.
So PvE gets nerfed in contrast to PvP builds even more?To make ships that use it less efficient (it takes up space and likely adds weight and power draw) - and it's not always effective, i.e. it can be hacked (per the proposal).
Indeed - it seems that, for some players, PvE players need to be punished in some way for having the temerity to want to play how they want to (rather than how some other players want them to).So PvE gets nerfed in contrast to PvP builds even more?
I'd be more worried about how many tons its going to be at this point anytime Fdev introduces a new module.So PvE gets nerfed in contrast to PvP builds even more?
Yes, that's true. But to be honest none of PvE activities I participated required all the optional module slots. Would it make difference for trader to carry 8 ton less using T9?So PvE gets nerfed in contrast to PvP builds even more?
Yes it's unfair that all the gankers and griefers get to pick the target in the only all-encompassing mode while we pve players have to use private mode or get isolated in solo.Yes, that's true. But to be honest none of PvE activities I participated required all the optional module slots. Would it make difference for trader to carry 8 ton less using T9?
Almost like autopilot is now right?This module is like a mobile pillory, nah even a collar, to actually shame players for their playstyle.
At the very least it won't make it worse - as those who afraid of being ganked already play solo/pg.Your idea is a lose/lose for everyone. People will be compelled to play solo/pg even more to eschew this module. An Open PVE mode will separate the PvP friendly crowd from the PvP hostile crowd much cleaner, by providing a space for cooperation without any hoops to jump through (such as those needed to get to Mobius in the first place), and will make everyone happy (bar the seal clubbers, but no tears for them, they kill the replacements ED sorely needs)