What am I doing wrong. I take damage when I successfully interdict another player...

.... its just buggy as hell atm. ...

I think so too.
During the last days I could never escape an interdiction although it was a clear "win", then sometimes I end up being the "try to evade" guy although I initiated the Interdiction and vice versa.
 
It's intentional so you have to think before you interdict. If there was no penalty some people would just interdict everything they saw flying and make a real pest of themselves.
No that just means only small ships can be pests and don't have to think. I understand the logic, but this is just another problem that forces big ships to be exclusively traders.
 
No that just means only small ships can be pests and don't have to think. I understand the logic, but this is just another problem that forces big ships to be exclusively traders.

Due to the fact that the current "stable" is a bit skewed in favour of trading ships, I'm sure this will be somewhat alleviated once new ships get introduced. After a couple of successful interdictions in my Asp, I have uninstalled the interdictor module and consigned myself to the fact that if I want to interdict, I'd best be flying an interdictor or in other words, a Viper.
 
Due to the fact that the current "stable" is a bit skewed in favour of trading ships

I'm not sure I'd agree with that. Right now out of fifteen available ships the available cargo ships are the lakon 6, 7 9, and the zorgon petersen hauler and adder, so only five. That leaves ten "non cargo" ships, tho I guess the orca's not much use for anything right now with no passenger missions. The sidewinder, cobra and dropship as very much "multirole" and quite combat capable, so certainly not strictly trading ships. This gives us five strictly cargo types, one useless type, and nine combat capable types, of which at least three are "pure combat" (depending how you define it). Highly unlikely we'd ever see more than 1/3 of the fleet being combat ships given ED being primarilly a trading game.

- - - - - Additional Content Posted / Auto Merge - - - - -

No that just means only small ships can be pests and don't have to think. I understand the logic, but this is just another problem that forces big ships to be exclusively traders.

No, it just makes interdiction an expensive prospect for larger ships... there's other ways to take thrm into combat. Or did you mean only smaller ships are viable as pirate ships? I wouldn't be surprised if that was FD's intention. If you're pirating it a python or an anaconda noone stands chance of survival.
 
Highly unlikely we'd ever see more than 1/3 of the fleet being combat ships given ED being primarilly a trading game.

I really hope you are joking. It feels like it right now since all of the other features aren't finished which is why trading is king. If the only things wee see added are trading ships and planetary landings...well I'll just spit.

No, it just makes interdiction an expensive prospect for larger ships... there's other ways to take thrm into combat. Or did you mean only smaller ships are viable as pirate ships? I wouldn't be surprised if that was FD's intention. If you're pirating it a python or an anaconda noone stands chance of survival.


Perhaps...but ships built for trading already don't stand a chance against Vipers, Cobras, and Asp. Heck, even trade ships built for combat can't.
 
I'm not sure I'd agree with that. Right now out of fifteen available ships the available cargo ships are the lakon 6, 7 9, and the zorgon petersen hauler and adder, so only five. That leaves ten "non cargo" ships, tho I guess the orca's not much use for anything right now with no passenger missions. The sidewinder, cobra and dropship as very much "multirole" and quite combat capable, so certainly not strictly trading ships. This gives us five strictly cargo types, one useless type, and nine combat capable types, of which at least three are "pure combat" (depending how you define it). Highly unlikely we'd ever see more than 1/3 of the fleet being combat ships given ED being primarilly a trading game.

Well, it's not just the ships per se, it's also the fact that missions don't really scale well for bigger ships at the moment. I'm sure a Python/Anaconda is a lot faster at killing other Anacondas but fact is you can do it in ships that are a very small fraction of the cost. I'm sure it'll come, given time. I'm also totally fine with trading being the big earner in the game, that should never change.
 
Sometimes interdiction goes a bit whacko. Then it'll react like FSD failed and gives damage....

I'm sure that'll be fixed some day.

It's not a bug. It makes perfect sense, you force your target and also yourself out of SC. If you do so by yourself by double tapping the button, you take damage. it's the exact same scenario. You are too fast for dropping out without getting harmed.
 
The way I've been doing interdictions (with NPCs) is to keep the blue bar at around 75% and then let it go back down to 50% (by steering away a bit). A lot of the times the target submits and no damage is taken. :)
 
It's not a bug. It makes perfect sense, you force your target and also yourself out of SC. If you do so by yourself by double tapping the button, you take damage. it's the exact same scenario. You are too fast for dropping out without getting harmed.

Well you can exit SC safely by reducing your throttle, no need for the double tap, that is only for emergences. I think a successful interdiction should not result in damage, a failed one should.
 
It's intentional so you have to think before you interdict. If there was no penalty some people would just interdict everything they saw flying and make a real pest of themselves.

Think about what exactly? If you're in a large ship you will always lose money on interdiction, unless target submits.
 
Well you can exit SC safely by reducing your throttle, no need for the double tap, that is only for emergences. I think a successful interdiction should not result in damage, a failed one should.
You are missing my point. As you said, you can exit SC safely when going very slow. Interdicting someone pulls you out of SC when you are going fast. It's the same as double tapping when performing an emergency drop out.

There is nothing wrong with that.
 
I think it just makes you use your noggin - if bounty > repair cost, interdict away, if small fry, let them go.

But that's just it, there is nothing for Clippers or Pythons to interdiction then. What are these larger class interdictors even for then? Just to troll us and make us go back to our Cobras?
 
I have found interdictions to be worthless in my Python. My policy is to alway be stationary behind my target before pressing the interdict button.
If they submit straight away = No damage to me.
If they fight the interdiction it is a coin-toss as to whether I come out with damage or not but if damaged the damage always costs in the 100's of thousands of credits.

So, my policy is to not do interdictions at all, but to drop out at USS's for sporting purposes and take no damage.

Is it buggy, not really, but the level of damage is currently dis-proportionate.

Beware asking for any "balancing" or you may find that FD balance all the great bits out of the Python as well as the bad. :rolleyes:
 
Back
Top Bottom