Win or Lose?

I believe it's all those hollow boxes, which represent players, so you must have been in open. I think I saw about 5, including a group of 3 close together which could indicate a wing.

It is well known that the advantage in the interdiction mini game lies with players who do the interdicting.

Steve.
 
How did I lose this, looks like I should have sailed away...

Click here for clip

what do you think?

I'm not sure how basic an answer you are looking for but the short answer is your pips macro didn't help you win the interdiction against a more experienced opponent in a more manoeuvrable ship.

I went back a little earlier in the video than the part you linked to for some context, some advice:

As you went to jump into the CG system from the ring it looks like you had a good idea to plot a route to another nearby system, then mark the CG system manually. That would allow you to jump in & just press 'next waypoint' to immediately plot an escape jump, good practice. Unfortunately instead of jumping to hyperspace you went to supercruise to clear the ring (you can hyperjump through rings as long as you are far enough away to not have the jump cancelled by mass-locked), and the game reset your jump destination. Instead of re-highlighting the CG system & leaving the emergency jump plotted, you just plotted a jump straight to the CG system. Not the end of the world but you could have done it better.

As you entered a clearly existing supercruise instance at zero throttle in the CG system you first plotted a route to the station, engaged supercruise assist & flew close to the sun to scoop then pointed the ship directly at the destination station so supercruise assist could engage. IMO this demonstrated a significant lack of situational awareness.
In this situation a more cautious approach would be to immediately fly directly away from the entry star in a random direction at full speed without pausing to scoop fuel, plot your escape jump correctly then target the destination station and navigate a big arc at full throttle to avoid the shipping lane. This will give you time (on the outward part of the arc) to check out any other ships in the system to see if any are pointed at you & trying to get behind. If they do you can continue to fly away from the system plane until they lose interest, with a view to using your escape jump if it looks like you are being followed. Personally I would open comms with any ship headed in my direction for a polite 'o7 Cmdr' to make sure they understood I had seen them & was not going to be a pushover.

Then we reach the part you linked to, you were (unsurprisingly) interdicted very shortly after engaging supercruise assist, you drifted lazily to the left, quickly losing the interdiction mini-game to the Courier pilot that did a much, much better job of keeping the reticule centred. To your credit you targeted highest threat, giving you some useful info on your attacker. Trying to fight the interdiction is good practice & practice makes perfect but imo practice with a friend in relative safety, in a CG system and at your apparent skill level I'd suggest you zero throttle immediately & submit to get a shorter cooldown.

After failing the interdiction you engage a pips macro that might possibly have a use if you deployed weapons but in a Krait setting pips to 420 would have given you maximum shield strength & plenty of eng to boost. You boost away and make an attempt to not fly in a straight line, which would be a reasonable tactic if your ships was faster but it quickly becomes obvious that the Courier is faster. Not deploying hardpoints was a decent idea & you did not panic, it is clear this is not your first rodeo & you had a plan to escape. Post-interdiction you did okay but you could still (ignoring the loadout of your ship) have done more to evade (boost straight at your opponent again & again for example, to minimise their time on target)
You targeted your opponent, not that it would have made much difference at this point but you were able to see that they quickly caught you & took out your shields (weakened significantly by your pips constantly moving), then thrusters (because you let them get behind you). With your ship disabled you chose to launch your fighter, leaving your ship to be flown by your NPC pilot. A Bold, fearless move but not a good strategy. Launching an NPC controlled SLF ASAP as a distraction would have done no harm & might possibly have made a difference but another ship jins the instance and your main ship is quickly destroyed, taking you in your SLF out too. Stay in the main ship, the SLF is not a lifeboat ;)

Realistically with submitting to get a shorter cooldown, better pips management (in this case leaving them at 420) and better evasion of incoming fire you probably had enough time to high wake, not getting interdicted in the first place would be optimal though.

Mark this one down to practice & keep trying Cmdr, you can do this ;)
 
I'm not sure how basic an answer you are looking for but the short answer is your pips macro didn't help you win the interdiction against a more experienced opponent in a more manoeuvrable ship.

I went back a little earlier in the video than the part you linked to for some context, some advice:

As you went to jump into the CG system from the ring it looks like you had a good idea to plot a route to another nearby system, then mark the CG system manually. That would allow you to jump in & just press 'next waypoint' to immediately plot an escape jump, good practice. Unfortunately instead of jumping to hyperspace you went to supercruise to clear the ring (you can hyperjump through rings as long as you are far enough away to not have the jump cancelled by mass-locked), and the game reset your jump destination. Instead of re-highlighting the CG system & leaving the emergency jump plotted, you just plotted a jump straight to the CG system. Not the end of the world but you could have done it better.

As you entered a clearly existing supercruise instance at zero throttle in the CG system you first plotted a route to the station, engaged supercruise assist & flew close to the sun to scoop then pointed the ship directly at the destination station so supercruise assist could engage. IMO this demonstrated a significant lack of situational awareness.
In this situation a more cautious approach would be to immediately fly directly away from the entry star in a random direction at full speed without pausing to scoop fuel, plot your escape jump correctly then target the destination station and navigate a big arc at full throttle to avoid the shipping lane. This will give you time (on the outward part of the arc) to check out any other ships in the system to see if any are pointed at you & trying to get behind. If they do you can continue to fly away from the system plane until they lose interest, with a view to using your escape jump if it looks like you are being followed. Personally I would open comms with any ship headed in my direction for a polite 'o7 Cmdr' to make sure they understood I had seen them & was not going to be a pushover.

Then we reach the part you linked to, you were (unsurprisingly) interdicted very shortly after engaging supercruise assist, you drifted lazily to the left, quickly losing the interdiction mini-game to the Courier pilot that did a much, much better job of keeping the reticule centred. To your credit you targeted highest threat, giving you some useful info on your attacker. Trying to fight the interdiction is good practice & practice makes perfect but imo practice with a friend in relative safety, in a CG system and at your apparent skill level I'd suggest you zero throttle immediately & submit to get a shorter cooldown.

After failing the interdiction you engage a pips macro that might possibly have a use if you deployed weapons but in a Krait setting pips to 420 would have given you maximum shield strength & plenty of eng to boost. You boost away and make an attempt to not fly in a straight line, which would be a reasonable tactic if your ships was faster but it quickly becomes obvious that the Courier is faster. Not deploying hardpoints was a decent idea & you did not panic, it is clear this is not your first rodeo & you had a plan to escape. Post-interdiction you did okay but you could still (ignoring the loadout of your ship) have done more to evade (boost straight at your opponent again & again for example, to minimise their time on target)
You targeted your opponent, not that it would have made much difference at this point but you were able to see that they quickly caught you & took out your shields (weakened significantly by your pips constantly moving), then thrusters (because you let them get behind you). With your ship disabled you chose to launch your fighter, leaving your ship to be flown by your NPC pilot. A Bold, fearless move but not a good strategy. Launching an NPC controlled SLF ASAP as a distraction would have done no harm & might possibly have made a difference but another ship jins the instance and your main ship is quickly destroyed, taking you in your SLF out too. Stay in the main ship, the SLF is not a lifeboat ;)

Realistically with submitting to get a shorter cooldown, better pips management (in this case leaving them at 420) and better evasion of incoming fire you probably had enough time to high wake, not getting interdicted in the first place would be optimal though.

Mark this one down to practice & keep trying Cmdr, you can do this ;)
thanks for the advice, I'll chalk it up to experience then
 
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