Newcomer / Intro Will it always be this easy to avoid interdiction?

I haven't made much progress in the game yet, but so far I've had no trouble avoiding pirates. Why is that exactly? Is the game throwing less at me because I haven't ranked up much? Is it because my Hauler is okay at steering and escaping the interdiction? I got rid of my guns already and right now I don't see the point of bringing shields along either. Am I going to regret that?
 
As your combat rank gets higher, the tougher the interdictors will be apparently. Also, a large ship like a T9 (brick with rockets) is harder to turn and is sluggish at escaping.

A fast and well engineered ship will almost always be throwing up two fingers to would-be pirates :D
 
I made the same observation:
Irrelevant what i am Flying (from Sidewinder to Cutter) i never failed an interdiction.
And the fully laden, un-engineered cutter handles like a brick in normal space :unsure:
 
As your combat rank gets higher, the tougher the interdictors will be apparently. :D

Actually I thought about this and I wonder if this is true. It implies a new player who has never shot anyone will have an easier time making the same amount of fortune through trading than someone who already has a previously established combat ranking. And that seems unfair unless there is some other mechanic to it I'm unaware of.
 
Actually I thought about this and I wonder if this is true. It implies a new player who has never shot anyone will have an easier time making the same amount of fortune through trading than someone who already has a previously established combat ranking. And that seems unfair unless there is some other mechanic to it I'm unaware of.

It’s easy for higher rank players to escape interdiction too. I don’t know whether or not the difficulty actually scales up with rank, but if so it’s not noticeable. In my experience interdiction has never played a role in trading profitability.
 
On a related point - enemies produced by missions are determined by the recommended rank of the mission, not your own rank. So taking Elite ranked missions (which you can) - produce Deadly Anacondas for example as mission-specific pirate scum out to get you.
Oh that makes more sense. Thanks.
 
I haven't made much progress in the game yet, but so far I've had no trouble avoiding pirates. Why is that exactly? Is the game throwing less at me because I haven't ranked up much? Is it because my Hauler is okay at steering and escaping the interdiction? I got rid of my guns already and right now I don't see the point of bringing shields along either. Am I going to regret that?
NPC interdictions? Pretty much.
Player interdictions? Not quite... If you want to test how fast you succumb to a player interdiction, heading over to Deciat in a disposable ship should quickly answer that question. San Tu is also supposed to be good for that, although with slightly better players and somewhat more consent on both sides.
Or you could PM me, and we could meet up in the game (I'll likely be on this evening around 19:00 UTC, or some time tomorrow between 10:00 and 20:00 UTC, since we have a holiday here in Germany). I'm not really experienced in interdicting, and usually submit to player interdictions immediately (no need to draw out the unavoidable), but it should suffice for a bit of testing.

"No guns" is always a good idea in anything but a combat ship. If you equip guns, you might be tempted to deploy them - but you can't run to SC while the guns are deployed, so you're wasting precious seconds there.
"No shields" however, is a mistake. Shields also protect your ship against bumps (stations, planets, other ships), and - even on the Hauler - may buy you a couple of additional seconds, at least against the lower end NPCs. If you lose your shields in a battle with an NPC, they are likely to start shooting missiles.
Yes, there are viable shieldless builds, especially for the small ships, that rely (heavily) on hull and module reinforcements (i.e. armor), but those are usually specialist combat builds with full engineering.
 
On a related point - enemies produced by missions are determined by the recommended rank of the mission, not your own rank. So taking Elite ranked missions (which you can) - produce Deadly Anacondas for example as mission-specific pirate scum out to get you.
As a side note, if you're stacking missions - as you pretty much have to if you're ranking up in the Federation or Empire - you could get a bunch of Elite or Deadly Anacondas on your kiester. Winning your interdiction becomes very helpful 'cause ONE is relatively easy to destroy...but three others are showing up VERY soon. ;)
...Although, getting them to shoot at each other is entertaining as HELL! :ROFLMAO:
 
I haven't made much progress in the game yet, but so far I've had no trouble avoiding pirates. Why is that exactly? Is the game throwing less at me because I haven't ranked up much? Is it because my Hauler is okay at steering and escaping the interdiction? I got rid of my guns already and right now I don't see the point of bringing shields along either. Am I going to regret that?


The only ship i have issues (rarely, but still) evading npc interdictions is the T9
The "maneuverability" during interdiction mini-game is not related to engineering, but to Supercruise maneuverability of the piloted ship.
Might be tied with the throttle position at the beginning of the interdiction, 50% throttle being best maneuverability - not sure tho.

This link will help with SuperCruise Maneuverability of various ships

 
I would add to this my belief that the likelihood of interdiction depends on your trade rank and the cargo you carry. Off mission.
Interdiction by human players is much more difficult to avoid than npcs, likely a factor of engineered interdictors.
The combat rank on npc pilots depends on your combat rank, off mission.
I'm on trade rank Elite, combat rank Mostly Harmless, no problem avoiding interdiction.
 
I would add to this my belief that the likelihood of interdiction depends on your trade rank and the cargo you carry. Off mission.
Interdiction by human players is much more difficult to avoid than npcs, likely a factor of engineered interdictors.
The combat rank on npc pilots depends on your combat rank, off mission.
I'm on trade rank Elite, combat rank Mostly Harmless, no problem avoiding interdiction.
Avoiding Interdiction with players involves EVERY aspect of the game, with nothing reduced or removed. It is ENTIRELY you and your ship against a player and HIS ship. Your ship HAS to be faster to turn, you HAVE to be quicker to respond, you MUST be more skilled and your determination MUST exceed his. It is VERY hard to shake a player off in interdiction but it CAN be done. But you have to be freakin' GOOD at it.
(snicker) Of course, if you ARE that good at it, then you're likely good enough to blow the opponent player's butt into Valhalla - so my usual tactic is to fight the minigame to check his skill level, ready my guns and shields, then zero throttle five seconds before the Interdiction is decided. The results are usually...entertaining. ;)
 
Well I was interdicted by something tonight, never even saw the escape vector. It happened hours after posting this I'm not entirely sure it was chance. Either way, now at least I know what that was like.

Yes, I had that once or twice. Most disconcerting. Also, two escape vectors at once (a rare bug apparently). And then three consecutive interdictions in a very short time.

I once had the NPC interdictor peel off chasing me as I was really close to a planet. Got some message about "not wanting to die".

I do like the comments you get from them though: "I'm gonna boil you up" is my favourite.
 
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If you loose the escape vector it can be found using the compass. Once you have submitted or lost an interdiction running is an option. Speed and good shields are required, manage pips and drop a heat sink. Or so I'm told.
 
I drop out, shoot off a heatsink, then jump again. One time I got interdicted by an Novice NPC and figured it was a good chance to break in my new railgun. That was fun!
 
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