Patch Notes Update Update 2.1.03 Incoming

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Well thats a crying shame really. I like stuff thats fun. If I want turmoil, I turn the computer off and walk outside.

Was there any real justification for this change? I mean, was there some sort of public outcry that things were too fun and it needs to be changed?

It was boring, not fun. The recharge was so high many ships got perma boost and perma fire without any pip management. If 'having less to do' is fun in your mind...
 
all this rubbish about the AI being reverted and nerfed... it wasnt. it was set to get it to use the same rules players have to. no unmodded npc ships outflying a vulture and staying behind them in an elite anaconda anymore. they were operating beyond the limits they were supposed to, and now they apparently are not doing so in combat.

the over my level interdictions hasnt been fixed. and coupled with the docking computer trying to kill me when the npcs are not, i have quit playing again after one try with 2.1.0.3. im not investing any money in season 3 unless it becomes playable.

and the git gudders put their heads in the sand when they say that - usually when they suggest a ticket to reset combat rank. this is because combat rank inexorably rises unless you never do any combat, and flee any interdictions. well, interdictions are broken. when i tested 2.1.0.3 before i found the DC is basically a pile of scrap as far as being able to dock, i got the over my level interdiction. i tried to play the escape game. kept the crosshairs in the escape vector perfectly... and the blue does not go up AT ALL. neither does the red go down. then after maybe 20-30 seconds the red spikes alarmingly, and the blue drops. so i throttle back. throttle zero sublmitting it says - then does a failed interdiction instead. no reason for that. i got to high wake luckily, asp explorer against a master FAS but i somehow lived. wheres the fun? no combat is no fun. not being able to escape interdictions any more is no fun. the only way not to get into combat is NOT PLAY and its not fun!

and before anyone tries to analyse me as a bad pilot, i got away, i kept boosting behind while the FSD finally came only and charged up and was lucky to get a 40k repair bill. but i should never had had a failed interdiction in the first place i was right on the escape vector! why was i interdicted? i had 4 tons of cheap something or other mission reward engineer mats. 300 cr each worth. if that. i was otherwise empty, doing no missions, not in powerplay, just passing through a system on the way to an engineer system.

and then there is the BIGGIE the the git gudders never want to face up to - combat rank is a steady accumulation. its not an up and down rating of pilot ability. its a title based on number of kills. if you play elite and dont do the dull habit of combat logging when interdicted, YOU WILL LEVEL UP AT SOME POINT. and THATS whats wrong with the git gud argument. not everyone can and not everyone would find the game unplayable if every rank above competent was dynamic and decayed over time without an amount of combat above a set level for each rank.

i even posted a suggestion about it. you could also have a player set combat rank cap, but this only works if your npc opponents (aside from mission generated ones) are based on system security rating (for the % chance of being interdicted) and your own combat rank, or the npc rank is totally random a combat rank cap isnt needed since you are going to get random level opponents unless a mission is involved. but right now eventually EVERYONE BAR THE L33T GaMerz who play when they are awake for a living somehow, and dont have real life jobs, will wind up getting opponents of a level they cant handle. no combat = no fun. too high levels = always run = no combat. and since when does an asp explorer armed trader merit ONLY npcs 2 levels or more above their combat rank and in pure combat ships only??? thats what im in, asp explorer fitted for trading missions exploring and a bit of self defence. an FAS master for gods sake???

this tells me that its basing an adjustment on one of my other ranks - since when does being a better explorer or trader than combateer make me MORE dangerous than my actual combat rank says? surely it says im probably LESS dangerous, and attacking anyone whos a pure explorer based on that rank is pointless - they cant dump their data for you so why waste the ammo and up your bounty? its not logical to risk attacking a ship that could possible have less cargo value in its hold than the ammo and repairs you need to make after!

anyway im only one person who isnt playing and is not planning buying anything further until i see some playability. the new AI can be fun to fight against when its fair, when you get a chance. when it isnt a special forces soldier picking a machine gun up and shooting at a guy with only his fists.
 
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Yes, apparently they forgot about the Dangerous part of the game's title, & just thought they were playing Farmville in space.


<No Need> ED was designed for everybody to enjoy not just the gung-ho types. May be dangerous level but I dont go on like you wanting ultimate combat, if you want that follow one of my suggestions above, I did make a few to make your game a little more interesting, but dont ask FD to make the game harder so others find it more difficult to rank up or survive because your on the top of the ladder.
 
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all this rubbish about the AI being reverted and nerfed... it wasnt. it was set to get it to use the same rules players have to. no unmodded npc ships outflying a vulture and staying behind them in an elite anaconda anymore. they were operating beyond the limits they were supposed to, and now they apparently are not doing so in combat.

the over my level interdictions hasnt been fixed. and coupled with the docking computer trying to kill me when the npcs are not, i have quit playing again after one try with 2.1.0.3. im not investing any money in season 3 unless it becomes playable.

and the git gudders put their heads in the sand when they say that - usually when they suggest a ticket to reset combat rank. this is because combat rank inexorably rises unless you never do any combat, and flee any interdictions. well, interdictions are broken. when i tested 2.1.0.3 before i found the DC is basically a pile of scrap as far as being able to dock, i got the over my level interdiction. i tried to play the escape game. kept the crosshairs in the escape vector perfectly... and the blue does not go up AT ALL. neither does the red go down. then after maybe 20-30 seconds the red spikes alarmingly, and the blue drops. so i throttle back. throttle zero sublmitting it says - then does a failed interdiction instead. no reason for that. i got to high wake luckily, asp explorer against a master FAS but i somehow lived. wheres the fun? no combat is no fun. not being able to escape interdictions any more is no fun. the only way not to get into combat is NOT PLAY and its not fun!

and before anyone tries to analyse me as a bad pilot, i got away, i kept boosting behind while the FSD finally came only and charged up and was lucky to get a 40k repair bill. but i should never had had a failed interdiction in the first place i was right on the escape vector! why was i interdicted? i had 4 tons of cheap something or other mission reward engineer mats. 300 cr each worth. if that. i was otherwise empty, doing no missions, not in powerplay, just passing through a system on the way to an engineer system.

and then there is the BIGGIE the the git gudders never want to face up to - combat rank is a steady accumulation. its not an up and down rating of pilot ability. its a title based on number of kills. if you play elite and dont do the dull habit of combat logging when interdicted, YOU WILL LEVEL UP AT SOME POINT. and THATS whats wrong with the git gud argument. not everyone can and not everyone would find the game unplayable if every rank above competent was dynamic and decayed over time without an amount of combat above a set level for each rank.

i even posted a suggestion about it. you could also have a player set combat rank cap, but this only works if your npc opponents (aside from mission generated ones) are based on system security rating (for the % chance of being interdicted) and your own combat rank, or the npc rank is totally random a combat rank cap isnt needed since you are going to get random level opponents unless a mission is involved. but right now eventually EVERYONE BAR THE L33T GaMerz who play when they are awake for a living somehow, and dont have real life jobs, will wind up getting opponents of a level they cant handle. no combat = no fun. too high levels = always run = no combat. and since when does an asp explorer armed trader merit ONLY npcs 2 levels or more above their combat rank and in pure combat ships only??? thats what im in, asp explorer fitted for trading missions exploring and a bit of self defence. an FAS master for gods sake???

this tells me that its basing an adjustment on one of my other ranks - since when does being a better explorer or trader than combateer make me MORE dangerous than my actual combat rank says? surely it says im probably LESS dangerous, and attacking anyone whos a pure explorer based on that rank is pointless - they cant dump their data for you so why waste the ammo and up your bounty? its not logical to risk attacking a ship that could possible have less cargo value in its hold than the ammo and repairs you need to make after!

anyway im only one person who isnt playing and is not planning buying anything further until i see some playability. the new AI can be fun to fight against when its fair, when you get a chance. when it isnt a special forces soldier picking a machine gun up and shooting at a guy with only his fists.

Agreed.

At this point of not balanced interdiction/rank sequence I see one suitable option for me (trader/explorer/miner):

FRONTIER DEVELOPERS: I need a reset combat rank button for safe trading/mining/exploring. BECAUSE my combat rank is NOT equals my combat skills. It WAS just the matter of TIME to gain up dangerous rank.
Safety state of systems are not good idiea for interdictions either IMO. Peaceful explorers needs a peaceful flights. Is it fair to loose 1 month of gathered exploration data in some anarchy system near bubble as i'm unarmed eplorer with dangerous combat rank because of crazy skilled and super fast NPC? Is this fun for anyone? Traders need to trade. Fighters needs combat. Miners needs to mine and so on.

For git gud guys: go and pew pew in HAZ/HI RES or Warzones openplay.
 
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Perhaps the needed fix is to allow combat rank to degrade as encounters are lost - that would allow people who have artificially boosted their combat rank to eventually return to a level of difficulty they can handle. It would also help deal with the problem of being continually promoted to the point of failure. I think accounting for losses by allowing combat rank progress to slip backwards as well as move forwards would go a long way in keeping things reasonable and honest.

If they do put in combat rank decay, which I think would be a good thing, it should also decay over time just like Rep does. If you flee from most combat, your rank should go down, you shouldn't have to lose ships for it to decrease.
 
How can you possibly dismiss AI and safety being intrinsically linked to system security man? You give no real argument to a solution that would stop all these threads about the AI once and for all along with allowing anyone of any ability to traverse the galaxy in relative safety if needed. It would also allow those that enjoy a challenge to get just that too. No to mention some of the more interesting scenarios FD could do off the back of this being implemented.

I suggest you read Kremmen's post, fully, and realise this would make the galaxy breathe with life and purpose. Explorers would be perfectly safe as would traders and casual gamers if they so wanted.

https://forums.frontier.co.uk/showt...te-the-Elite-Galaxy?highlight=system+security
 
How can you possibly dismiss AI and safety being intrinsically linked to system security man? You give no real argument to a solution that would stop all these threads about the AI once and for all along with allowing anyone of any ability to traverse the galaxy in relative safety if needed. It would also allow those that enjoy a challenge to get just that too. No to mention some of the more interesting scenarios FD could do off the back of this being implemented.

I suggest you read Kremmen's post, fully, and realise this would make the galaxy breathe with life and purpose. Explorers would be perfectly safe as would traders and casual gamers if they so wanted.

https://forums.frontier.co.uk/showt...te-the-Elite-Galaxy?highlight=system+security
security levels should influence the percentage chance of interdiction IF INHABITED. uninhabited systems in the bubble also. outside the bubble within a certain proximity a special percentage should be used for very rare cases where someone stumbles across a band of pirates outside but near the bubble waiting for the heat on them to drop. but my reasoning for security generating of LEVELS is thus; anarchic systems which are low or none security it should be high chance of interdiction, and those should be completely random. thats one end point. in such systems, the cops are overstretched, and will have to travel long way to assist - assuming they are not already busy at a diversion attack, or just in no condition to intervene after a prior combat. dont expect system authority assistance. you will get wings of random npc levels in random ships, as well as single attackers. some will be in overpowered ships, some in basic ones. harmless to elite. after all, every member of a gang had to start somewhere. in short, expect anyone in anything at any time in a low/no sec system. you live on your wits.

at the other end is what i think should be a theoretical safe system - one main faction, supporting a major power and in total control of the system (not even a black market). at that end the chance of interdiction should be phenomenally low, and it should generate npcs from extreme ends of the spectrum - the desperate/crazy in the poorly maintained and equipped ship, or possibly a wing; and the top end but small pirate ship - probably a combat ship well equipped and with some small cargo capacity, cargo scanner (these will be 100% chance present when the npc is generated) and probably deadly or elite rank. they will be in a ship that usually outmatches yours by some way. thats how the threat is genuine and the choice to drop cargo or survive a short time is real. BUT they are smart and will likely settle for just causing you major damage and leaving you with no thrusters should you choose to fight then leave as the cops drop in - it keeps any bounty rise to a minimum and ensures you cannot cause any issues with their escape. and next time you may know better than to risk a large repair bill. the elite in high sec wont constantly interdict. he knows its a high value target but a one shot deal. if it succeeds or fails, he is GONE. the wing may try again if it survives. but you live until the cops drop in they wont be around to interdict you again.

the thinking i have is, the desperate are in ships that desperately need repair. they have bounties, and are in such dire straights that their fear of death no longer deters them from going to a place most pirates avoid. if they are going to die better they should do it trying to turn things around. one big score and they will be set. the other end is the famous outlaw, turpin highwayman type. they pick and choose targets. they have some contacts in probably the system you picked up that high value cargo. they know the system cops will be all of them very quick, they have a challenge that is witty (along the lines of 'hi there. this is your unofficial taxman. i dont want all your cargo, just drop it and i will grab some choice things and be on my way and nobody gets hurt - and hey you even get to keep most of it!').

and indeed the cops in such a theoretical system will turn up very fast so time is on your side - unless you want to claim the bounties on the wing of desperadoes of course. then you have to wipe them out in about 30 seconds flat. otherwise your friendly cops wing will have them. the reason the system is theoretical is - no system i have seen actually only has one faction. there are more than one minor factions everywhere even if all of them align with the same superpower. so in actuality they will be somewhere between the two extremes, and depending on the system security plus influenced by the minor factions (they may be gang members, and the gang may have informal look-the-other-way arrangements with some factions) - and outside the bubble will be falling into deep space (no interdictions except if someone placed a contract on you or you have a bounty) and near bubble space categories.

those are my ideas on how it would work in practise. note that as the security rating gets higher the combat ranks of the npcs and likelihood of being winged diverges. med security it wont just be more chance of interdictions, but you may get any rank, some of the lower ones and a rare number of dangerous/deadly and above may also be winged up. the ships may be in a greater range of states - not so many with fully overpowered ships like the elite in the highest sec, but not so many in ships about to break down totally. the government type will also infuence things, but the security rating is given taking the govt type and the funding of system police vessels into account.

now how else does sec level influence the combat rank of the npcs? the theoretical hi sec max system i have already said. the lowest (no security effectively but inhabited system) almost anything goes. but there should in med security especially, be a consideration of the targets combat rank, and the ship. there should be a pirate logic that influences the interdiction chance. when you jump in the game should look at the system sec rating and generate potential pirates, according to the considerations i have said, and targets other than the player. then it should generate the ship they are in. then it should determine - has the pirate noticed a target? what state is the pirates ship/pirate wing ships in? if its poor they are desperate and will risk interdicting. are they stupid or smart pirates? stupid ones may interdict no matter what. smart ones will look for other factors. if its above the target rank then yes consider interdicting.

considering should simulate the pirate having or not having intel from a crooked source in the system you were last docked at. this determines if they KNOW you have something and if its worth taking - that should ideally be decided before you leave that system as a modifier to interdiction chance or something. its something simple like did they get a tip off y/n. if no then its look at the target ship type, and pilot combat rank. stupid pirates wont consider. they will likely pick a nearby target and interdict (this will create a USS distress call!). smart ones will simulate judging cargo value (if known) vs a calculation based on target ship type vs their own ship type and combat rank comparison and generate a 'guess' how likely they are to succeed. then they will decide to try if its above a % that varies based on the system sec. their calculation will be heavily influenced by any tip off about the target cargo they have which is why they can choose to interdict in a high sec when normal pirates wont even be there.

anyways the point is, player combat rank and ship type will only INFLUENCE the npc interdicting except in certain situations. it shouldnt be used to generate the npcs at all. that should be based purely on the situation and system security and factors like smart/stupid, pirate desperation (condition of ship) and tip off y/n high value cargo y/n.
 
security levels should influence the percentage chance of interdiction IF INHABITED. uninhabited systems in the bubble also. outside the bubble within a certain proximity a special percentage should be used for very rare cases where someone stumbles across a band of pirates outside but near the bubble waiting for the heat on them to drop. but my reasoning for security generating of LEVELS is thus; anarchic systems which are low or none security it should be high chance of interdiction, and those should be completely random. thats one end point. in such systems, the cops are overstretched, and will have to travel long way to assist - assuming they are not already busy at a diversion attack, or just in no condition to intervene after a prior combat. dont expect system authority assistance. you will get wings of random npc levels in random ships, as well as single attackers. some will be in overpowered ships, some in basic ones. harmless to elite. after all, every member of a gang had to start somewhere. in short, expect anyone in anything at any time in a low/no sec system. you live on your wits.

at the other end is what i think should be a theoretical safe system - one main faction, supporting a major power and in total control of the system (not even a black market). at that end the chance of interdiction should be phenomenally low, and it should generate npcs from extreme ends of the spectrum - the desperate/crazy in the poorly maintained and equipped ship, or possibly a wing; and the top end but small pirate ship - probably a combat ship well equipped and with some small cargo capacity, cargo scanner (these will be 100% chance present when the npc is generated) and probably deadly or elite rank. they will be in a ship that usually outmatches yours by some way. thats how the threat is genuine and the choice to drop cargo or survive a short time is real. BUT they are smart and will likely settle for just causing you major damage and leaving you with no thrusters should you choose to fight then leave as the cops drop in - it keeps any bounty rise to a minimum and ensures you cannot cause any issues with their escape. and next time you may know better than to risk a large repair bill. the elite in high sec wont constantly interdict. he knows its a high value target but a one shot deal. if it succeeds or fails, he is GONE. the wing may try again if it survives. but you live until the cops drop in they wont be around to interdict you again.

the thinking i have is, the desperate are in ships that desperately need repair. they have bounties, and are in such dire straights that their fear of death no longer deters them from going to a place most pirates avoid. if they are going to die better they should do it trying to turn things around. one big score and they will be set. the other end is the famous outlaw, turpin highwayman type. they pick and choose targets. they have some contacts in probably the system you picked up that high value cargo. they know the system cops will be all of them very quick, they have a challenge that is witty (along the lines of 'hi there. this is your unofficial taxman. i dont want all your cargo, just drop it and i will grab some choice things and be on my way and nobody gets hurt - and hey you even get to keep most of it!').

and indeed the cops in such a theoretical system will turn up very fast so time is on your side - unless you want to claim the bounties on the wing of desperadoes of course. then you have to wipe them out in about 30 seconds flat. otherwise your friendly cops wing will have them. the reason the system is theoretical is - no system i have seen actually only has one faction. there are more than one minor factions everywhere even if all of them align with the same superpower. so in actuality they will be somewhere between the two extremes, and depending on the system security plus influenced by the minor factions (they may be gang members, and the gang may have informal look-the-other-way arrangements with some factions) - and outside the bubble will be falling into deep space (no interdictions except if someone placed a contract on you or you have a bounty) and near bubble space categories.

those are my ideas on how it would work in practise. note that as the security rating gets higher the combat ranks of the npcs and likelihood of being winged diverges. med security it wont just be more chance of interdictions, but you may get any rank, some of the lower ones and a rare number of dangerous/deadly and above may also be winged up. the ships may be in a greater range of states - not so many with fully overpowered ships like the elite in the highest sec, but not so many in ships about to break down totally. the government type will also infuence things, but the security rating is given taking the govt type and the funding of system police vessels into account.

now how else does sec level influence the combat rank of the npcs? the theoretical hi sec max system i have already said. the lowest (no security effectively but inhabited system) almost anything goes. but there should in med security especially, be a consideration of the targets combat rank, and the ship. there should be a pirate logic that influences the interdiction chance. when you jump in the game should look at the system sec rating and generate potential pirates, according to the considerations i have said, and targets other than the player. then it should generate the ship they are in. then it should determine - has the pirate noticed a target? what state is the pirates ship/pirate wing ships in? if its poor they are desperate and will risk interdicting. are they stupid or smart pirates? stupid ones may interdict no matter what. smart ones will look for other factors. if its above the target rank then yes consider interdicting.

considering should simulate the pirate having or not having intel from a crooked source in the system you were last docked at. this determines if they KNOW you have something and if its worth taking - that should ideally be decided before you leave that system as a modifier to interdiction chance or something. its something simple like did they get a tip off y/n. if no then its look at the target ship type, and pilot combat rank. stupid pirates wont consider. they will likely pick a nearby target and interdict (this will create a USS distress call!). smart ones will simulate judging cargo value (if known) vs a calculation based on target ship type vs their own ship type and combat rank comparison and generate a 'guess' how likely they are to succeed. then they will decide to try if its above a % that varies based on the system sec. their calculation will be heavily influenced by any tip off about the target cargo they have which is why they can choose to interdict in a high sec when normal pirates wont even be there.

anyways the point is, player combat rank and ship type will only INFLUENCE the npc interdicting except in certain situations. it shouldnt be used to generate the npcs at all. that should be based purely on the situation and system security and factors like smart/stupid, pirate desperation (condition of ship) and tip off y/n high value cargo y/n.

Yes dude, thank you for this. Some nice detailed points which would all work very very well in this framework - thanks for your effort and support. It would be a game changer and i really hope FD are taking note of all these suggestions based around system security and AI.

I'm hoping they can at least get system security meaning something at least and then build on the finer points such as some of yours as outlined above.
 
I'm old school and I keep reading the term "Git Gud" used alot.
Can some elitist enlighten me on what it really means? Thanks
 
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The audio is heavily compressed , Using "normal"setting in menu, when there is say eg. an explosion all the back round sounds are reduced badly, as well as the explosion is reduced, after that, the back round sound slowly comes back, even just yawing the ship sound, is enough to reduce the back round sounds.........................not good please advise
 
-snip- Until 2.1 achieving combat Elite was simply a matter of endurance.
Surely it would make more sense to base the ship ranks generated on economy and state of a system?
Wouldn't this empower players with the choice to experience what they want?

I agree with that... It is still more or less a matter of endurance. Plus, it could be a problem for wings with differents levels/skills IMO
 
I'm old school and I keep reading the term "Git Gud" used alot.
Can some elitist enlighten me on what it really means? Thanks

It's not a code ;) Much like 'buff' & 'Nerf' and plenty of other of examples, it's a phrase that has come into common usage because it captures the posters intent neatly, in this case better than PBKC ever did. 'You are not as good as you thought you were' might be a long hand way of putting it :)
 
I'm old school and I keep reading the term "Git Gud" used alot.
Can some elitist enlighten me on what it really means? Thanks


It's some crippled form of saying "Get good", as in, the problem is not in the game, but in you, as the player. You have to play better. For some reason "Get Good" was shortened to Orc-Speak. Probably because people thought it was funny.
 
Yes dude, thank you for this. Some nice detailed points which would all work very very well in this framework - thanks for your effort and support. It would be a game changer and i really hope FD are taking note of all these suggestions based around system security and AI.

I'm hoping they can at least get system security meaning something at least and then build on the finer points such as some of yours as outlined above.
yes thanks for the support. these are suggestions as you point out and need more added to them. for example, with a player who is elite i have not factored in how they will get npc challengers who look out for elite npcs and players in order to prove themselves in their own quest to be elite - much like a well known gunslinger in a western movie will get younger challengers. that will be over and above the normal interdictions. that is entirely within game lore i believe and it will also help with staying at elite rank (since those challengers will be dangerous and deadly and elite themselves - after all some npcs may wish to stay elite!) if combat rank decay is brought in.

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It's some crippled form of saying "Get good", as in, the problem is not in the game, but in you, as the player. You have to play better. For some reason "Get Good" was shortened to Orc-Speak. Probably because people thought it was funny.
yes also sometimes put as 'lern to play noob!'
 
yes also sometimes put as 'lern to play noob!'

Or even more abbreviated form - a simple "n00b"
Because evidently some people can't spend five seconds by typing in a proper sentence, because they have their hands full with being "gud". :p

Anyway, some nice points, here, lately. I hope Frontier people are still reading this thread.

I agree that the security of the system should have much bigger say in what's happening in the system.
I am quite happy with the fuzz response times. They are able to save my butt on most occasions (read: When I get stupid and decide to stay and fight back) but in my opinion, in High-sec systems, they shouldn't even allow you to be interdicted at all. Even if they let a wanted pilot roam around, once that ship is lining up for interdiction, they should act and pull them over right away. In High-sec, one should really feel safe.
On the other hand, I would be more than happy if low-sec and anarchies were real hell to get through. "Going to have a business in an anarchy system? Better be ready for anything"

The added challenge of plotting a safe trade route, for example, would be really lovely. (Naturally, granted that we're going to get an actual means for plotting custom routes. Until then it's pointless)
 
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Thanks FD! You guys are tireless!

However, I am feeling that interdictions have only increased since I started playing last year. Too much. It's becoming very annoying.
 
security levels should influence the percentage chance of interdiction IF INHABITED. uninhabited systems in the bubble also. outside the bubble within a certain proximity a special percentage should be used for very rare cases where someone stumbles across a band of pirates outside but near the bubble waiting for the heat on them to drop. but my reasoning for security generating of LEVELS is thus; anarchic systems which are low or none security it should be high chance of interdiction, and those should be completely random. thats one end point. in such systems, the cops are overstretched, and will have to travel long way to assist - assuming they are not already busy at a diversion attack, or just in no condition to intervene after a prior combat. dont expect system authority assistance. you will get wings of random npc levels in random ships, as well as single attackers. some will be in overpowered ships, some in basic ones. harmless to elite. after all, every member of a gang had to start somewhere. in short, expect anyone in anything at any time in a low/no sec system. you live on your wits.

at the other end is what i think should be a theoretical safe system - one main faction, supporting a major power and in total control of the system (not even a black market). at that end the chance of interdiction should be phenomenally low, and it should generate npcs from extreme ends of the spectrum - the desperate/crazy in the poorly maintained and equipped ship, or possibly a wing; and the top end but small pirate ship - probably a combat ship well equipped and with some small cargo capacity, cargo scanner (these will be 100% chance present when the npc is generated) and probably deadly or elite rank. they will be in a ship that usually outmatches yours by some way. thats how the threat is genuine and the choice to drop cargo or survive a short time is real. BUT they are smart and will likely settle for just causing you major damage and leaving you with no thrusters should you choose to fight then leave as the cops drop in - it keeps any bounty rise to a minimum and ensures you cannot cause any issues with their escape. and next time you may know better than to risk a large repair bill. the elite in high sec wont constantly interdict. he knows its a high value target but a one shot deal. if it succeeds or fails, he is GONE. the wing may try again if it survives. but you live until the cops drop in they wont be around to interdict you again.

the thinking i have is, the desperate are in ships that desperately need repair. they have bounties, and are in such dire straights that their fear of death no longer deters them from going to a place most pirates avoid. if they are going to die better they should do it trying to turn things around. one big score and they will be set. the other end is the famous outlaw, turpin highwayman type. they pick and choose targets. they have some contacts in probably the system you picked up that high value cargo. they know the system cops will be all of them very quick, they have a challenge that is witty (along the lines of 'hi there. this is your unofficial taxman. i dont want all your cargo, just drop it and i will grab some choice things and be on my way and nobody gets hurt - and hey you even get to keep most of it!').

and indeed the cops in such a theoretical system will turn up very fast so time is on your side - unless you want to claim the bounties on the wing of desperadoes of course. then you have to wipe them out in about 30 seconds flat. otherwise your friendly cops wing will have them. the reason the system is theoretical is - no system i have seen actually only has one faction. there are more than one minor factions everywhere even if all of them align with the same superpower. so in actuality they will be somewhere between the two extremes, and depending on the system security plus influenced by the minor factions (they may be gang members, and the gang may have informal look-the-other-way arrangements with some factions) - and outside the bubble will be falling into deep space (no interdictions except if someone placed a contract on you or you have a bounty) and near bubble space categories.

those are my ideas on how it would work in practise. note that as the security rating gets higher the combat ranks of the npcs and likelihood of being winged diverges. med security it wont just be more chance of interdictions, but you may get any rank, some of the lower ones and a rare number of dangerous/deadly and above may also be winged up. the ships may be in a greater range of states - not so many with fully overpowered ships like the elite in the highest sec, but not so many in ships about to break down totally. the government type will also infuence things, but the security rating is given taking the govt type and the funding of system police vessels into account.

now how else does sec level influence the combat rank of the npcs? the theoretical hi sec max system i have already said. the lowest (no security effectively but inhabited system) almost anything goes. but there should in med security especially, be a consideration of the targets combat rank, and the ship. there should be a pirate logic that influences the interdiction chance. when you jump in the game should look at the system sec rating and generate potential pirates, according to the considerations i have said, and targets other than the player. then it should generate the ship they are in. then it should determine - has the pirate noticed a target? what state is the pirates ship/pirate wing ships in? if its poor they are desperate and will risk interdicting. are they stupid or smart pirates? stupid ones may interdict no matter what. smart ones will look for other factors. if its above the target rank then yes consider interdicting.

considering should simulate the pirate having or not having intel from a crooked source in the system you were last docked at. this determines if they KNOW you have something and if its worth taking - that should ideally be decided before you leave that system as a modifier to interdiction chance or something. its something simple like did they get a tip off y/n. if no then its look at the target ship type, and pilot combat rank. stupid pirates wont consider. they will likely pick a nearby target and interdict (this will create a USS distress call!). smart ones will simulate judging cargo value (if known) vs a calculation based on target ship type vs their own ship type and combat rank comparison and generate a 'guess' how likely they are to succeed. then they will decide to try if its above a % that varies based on the system sec. their calculation will be heavily influenced by any tip off about the target cargo they have which is why they can choose to interdict in a high sec when normal pirates wont even be there.

anyways the point is, player combat rank and ship type will only INFLUENCE the npc interdicting except in certain situations. it shouldnt be used to generate the npcs at all. that should be based purely on the situation and system security and factors like smart/stupid, pirate desperation (condition of ship) and tip off y/n high value cargo y/n.

Man, FD need to hire yo ass.
 
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