Elite: Game talk

06 Mar 2021, 11:13am
SakashiroOK, so I hopped into my Courier and investigated, and here's what I found:

If you enter Sirius with something in your cargo hold, you may or may not receive a familiar message in local chat: "So the rumors were true, good I found you first" or "Big haul, surprised you made it this far" etc.

If you receive that sort of message and submit to the subsequent interdiction, you will be attacked immediately, even if you jettison your cargo.

But it gets even weirder: If your ship is fast and you manage to low-wake out, you will after a few seconds receive that sort of message in local chat again. The NPC(s) will not register that your cargo hold is now empty, and will chain-interdict you.


This behaviour resembles the conditions I talked about with the cargo transport missions in Ceos/Sothis for the Fed rank grind. But certainly not just there. If you have accepted a high level mission, even if you haven't picked up the cargo yet, the pirates are going to wait for you. They either spawn a few seconds after you jumped into the system and are right behind you and catch up during the station approach. Or they come out of nowhere also in destination vicinity. Only rarely one tried to interdict soon after entering the destination system. In any case they'll greet you with one of those messages.

I didn't try to jettison the freight due to being unique mission goods. But the Pirates opened fire immediately anyway.

And the pirate names are recognisable, as in attached to a specific mission. As long as this particular mission isn't completed they will be there again and again.

My conclusions ended in a minimal, but strong enough shield and chaff. Submitting immediately and, once in normal space, perma-boosting and low waking does work. Shieldless does not.

I also found one funny method to sometimes avoid the interdiction whatsoever. At station approach I waited deliberately until 5-4s "distance" before throttling to 75%, thus overshooting and started a loop of shame. The persecuting Conda turned even slower so I gained (sometimes) enough time to reach the station.
06 Mar 2021, 11:18am
Daiyousei7I evade interdictions in my type 9 to keep things interesting xD


We just had this topic. It's not possible to evade all interdictions in a T-9. Well, unless you're not flying it...
06 Mar 2021, 12:08pm
well - the balance of less cargo but with Shields and weapons - works on Mrs Malaprop. Have now trucked over 10,000 tonnes

I have been interdicted 2 times by pirates in t10s who then cannot FSD out as I am mass locking them. I have also been interdicted by a few FDLs but these pirates run as soon as I remove their shields so they are getting away on 50% hull... thoroughly annoying
06 Mar 2021, 12:10pm
It's not even only in Sirius, I had the same happen to me while returning from relaxing mining trip in Hedeinichs system.
06 Mar 2021, 12:39pm
I have two options here: either prepare my T-9 for this one-in-ten event by shielding/arming up and losing significant amounts of cargo space and jump range, lowering the profits per hour, and increasing the rebuy in case I fail to escape anyway,...

... or do the opposite: lower the rebuy further by going back to lightweight armor + automatic docking, and otherwise carry on as if nothing happened, because I'm still cash flow positive even with the occasional hull loss.

Edit:

This is my build now. Rebuy is down from 13.5M to 5.4M, less than I make on a single haul. Cargo space is up from 694 to 716. Jump range is slightly shorter due to downsizing the FSD booster from class 5 to class 3 and the power plant from 4 to 3. Power consumption after switching off the cargo hatch: 98%.


Last edit: 06 Mar 2021, 1:56pm
06 Mar 2021, 1:47pm
<font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Waylongway</font></font>
Daiyousei7Evito las interdicciones en mi tipo 9 para mantener las cosas interesantes xD



Acabamos de tener este tema. No es posible evadir todas las interdicciones en un T-9. Bueno, a menos que no lo estés volando ...


creo que girando en forma de espiral puedes hacerle mas dificil la interdicion
06 Mar 2021, 2:10pm
Pokerman

creo que girando en forma de espiral puedes hacerle mas dificil la interdicion


No lo he probado, pero lo dudo. Lo único que llega a evitar la interdicion es estar alineado en el vector de huida o al menos más cerca que el adversario.
06 Mar 2021, 2:17pm
Waylongway
SakashiroOK, so I hopped into my Courier and investigated, and here's what I found:

If you enter Sirius with something in your cargo hold, you may or may not receive a familiar message in local chat: "So the rumors were true, good I found you first" or "Big haul, surprised you made it this far" etc.

If you receive that sort of message and submit to the subsequent interdiction, you will be attacked immediately, even if you jettison your cargo.

But it gets even weirder: If your ship is fast and you manage to low-wake out, you will after a few seconds receive that sort of message in local chat again. The NPC(s) will not register that your cargo hold is now empty, and will chain-interdict you.



This behaviour resembles the conditions I talked about with the cargo transport missions in Ceos/Sothis for the Fed rank grind. But certainly not just there. If you have accepted a high level mission, even if you haven't picked up the cargo yet, the pirates are going to wait for you. They either spawn a few seconds after you jumped into the system and are right behind you and catch up during the station approach. Or they come out of nowhere also in destination vicinity. Only rarely one tried to interdict soon after entering the destination system. In any case they'll greet you with one of those messages.

I didn't try to jettison the freight due to being unique mission goods. But the Pirates opened fire immediately anyway.

And the pirate names are recognisable, as in attached to a specific mission. As long as this particular mission isn't completed they will be there again and again.

My conclusions ended in a minimal, but strong enough shield and chaff. Submitting immediately and, once in normal space, perma-boosting and low waking does work. Shieldless does not.

I also found one funny method to sometimes avoid the interdiction whatsoever. At station approach I waited deliberately until 5-4s "distance" before throttling to 75%, thus overshooting and started a loop of shame. The persecuting Conda turned even slower so I gained (sometimes) enough time to reach the station.

You're right, it's mission related (and the CG counts as one).

There are actually two types of pirate interdictions: announced and unannounced. The latter ones happen on a random basis regardless of missions and cargo. If you submit, an NPC will drop into your instance, scan you, and complain about his children going hungry tonight etc. if you have no cargo. These, as far as I remember, accept jettisoned cargo.

The announced ones are mission-related. Here's a tactic that seems to work with those: When you receive the announcement, do not wait for the interdiction to start but slow down immediately and drop out of supercruise (no emergency drop!), then high-wake into a nearby system after the FSD cooldown. I tried this last night and noticed that it takes quite a while for NPCs to drop into your instance if you preempt their interdiction. Since mission-related NPC interdictions are triggered by RNG on system entry, you can return to the target system after that and roll the dice again. Most likely you'll be able to drop off your cargo without further disruption.
06 Mar 2021, 2:23pm
SakashiroI have two options here: either prepare my T-9 for this one-in-ten event by shielding/arming up and losing significant amounts of cargo space and jump range, lowering the profits per hour, and increasing the rebuy in case I fail to escape anyway,...

... or do the opposite: lower the rebuy further by going back to lightweight armor + automatic docking, and otherwise carry on as if nothing happened, because I'm still cash flow positive even with the occasional hull loss.

Edit:

This is my build now. Rebuy is down from 13.5M to 5.4M, less than I make on a single haul. Cargo space is up from 694 to 716. Jump range is slightly shorter due to downsizing the FSD booster from class 5 to class 3 and the power plant from 4 to 3. Power consumption after switching off the cargo hatch: 98%.


i like that build with the Guardian FSD booster it makes sense to downgrade your FSD drive.  Nice profit runs with all that cargo.

I did not know what I was buying when I bought Mrs Malaprop - i just bought when it was on discount.   My rebuy is 22 odd mill but for a 460 tonne load with full armour and weapons, and only being pirated by NPCs of similar combat ranking or one higher and winning then it all adds to the fun of flying MRS Malaprop.  WHen she has earnt her cost in build current 445 million then I will fully build her for combat and will invest in a T9 and put a similar build together as you have - though I think I will always carry a Shield Gen... cause when you get interdicted by another type 10 and you are mass locked with slow FSD boot then your health will be disappearing very fast!
06 Mar 2021, 2:31pm
SakashiroI have two options here: either prepare my T-9 for this one-in-ten event by shielding/arming up and losing significant amounts of cargo space and jump range, lowering the profits per hour, and increasing the rebuy in case I fail to escape anyway,...

... or do the opposite: lower the rebuy further by going back to lightweight armor + automatic docking, and otherwise carry on as if nothing happened, because I'm still cash flow positive even with the occasional hull loss.

Edit:

This is my build now. Rebuy is down from 13.5M to 5.4M, less than I make on a single haul. Cargo space is up from 694 to 716. Jump range is slightly shorter due to downsizing the FSD booster from class 5 to class 3 and the power plant from 4 to 3. Power consumption after switching off the cargo hatch: 98%.


With this build you're most likely dead once you lose the interdiction. But your strategy comes out positive with normal trading.
I found facing rebuy isn't something I enjoy, even if I didn't mind the money. With this build I could submit and get out low waking also several interdictions in a row.
06 Mar 2021, 2:32pm
Sakashiro The announced ones are mission-related. Here's a tactic that seems to work with those: When you receive the announcement, do not wait for the interdiction to start but slow down immediately and drop out of supercruise (no emergency drop!), then high-wake into a nearby system after the FSD cooldown. I tried this last night and noticed that it takes quite a while for NPCs to drop into your instance if you preempt their interdiction. Since mission-related NPC interdictions are triggered by RNG on system entry, you can return to the target system after that and roll the dice again. Most likely you'll be able to drop off your cargo without further disruption.



or you kill them and collect their bounty as mostly they are 1 v 1 -
06 Mar 2021, 2:37pm
is there any way that we can find out how many kills an individual ships has scored. I know my total, but ship by ship score?
06 Mar 2021, 2:47pm
Sakashiro
Waylongway
SakashiroOK, so I hopped into my Courier and investigated, and here's what I found:

If you enter Sirius with something in your cargo hold, you may or may not receive a familiar message in local chat: "So the rumors were true, good I found you first" or "Big haul, surprised you made it this far" etc.

If you receive that sort of message and submit to the subsequent interdiction, you will be attacked immediately, even if you jettison your cargo.

But it gets even weirder: If your ship is fast and you manage to low-wake out, you will after a few seconds receive that sort of message in local chat again. The NPC(s) will not register that your cargo hold is now empty, and will chain-interdict you.




This behaviour resembles the conditions I talked about with the cargo transport missions in Ceos/Sothis for the Fed rank grind. But certainly not just there. If you have accepted a high level mission, even if you haven't picked up the cargo yet, the pirates are going to wait for you. They either spawn a few seconds after you jumped into the system and are right behind you and catch up during the station approach. Or they come out of nowhere also in destination vicinity. Only rarely one tried to interdict soon after entering the destination system. In any case they'll greet you with one of those messages.

I didn't try to jettison the freight due to being unique mission goods. But the Pirates opened fire immediately anyway.

And the pirate names are recognisable, as in attached to a specific mission. As long as this particular mission isn't completed they will be there again and again.

My conclusions ended in a minimal, but strong enough shield and chaff. Submitting immediately and, once in normal space, perma-boosting and low waking does work. Shieldless does not.

I also found one funny method to sometimes avoid the interdiction whatsoever. At station approach I waited deliberately until 5-4s "distance" before throttling to 75%, thus overshooting and started a loop of shame. The persecuting Conda turned even slower so I gained (sometimes) enough time to reach the station.


You're right, it's mission related (and the CG counts as one).

There are actually two types of pirate interdictions: announced and unannounced. The latter ones happen on a random basis regardless of missions and cargo. If you submit, an NPC will drop into your instance, scan you, and complain about his children going hungry tonight etc. if you have no cargo. These, as far as I remember, accept jettisoned cargo.

Yes, correct. The spontaneous interdictions are easy. I think I have never lost one of those.

Sakashiro
The announced ones are mission-related. Here's a tactic that seems to work with those: When you receive the announcement, do not wait for the interdiction to start but slow down immediately and drop out of supercruise (no emergency drop!), then high-wake into a nearby system after the FSD cooldown. I tried this last night and noticed that it takes quite a while for NPCs to drop into your instance if you preempt their interdiction. Since mission-related NPC interdictions are triggered by RNG on system entry, you can return to the target system after that and roll the dice again. Most likely you'll be able to drop off your cargo without further disruption.


High jumping didn't help at least with the missions I did. Always the same 3-4 Conda pirates were waiting in the destination system. One or two may arrive a little later, but they were always there before I reached the station.
All of them enter normal space once one of them interdicted me. Now that makes a hot backside...
06 Mar 2021, 2:48pm
Waylongway
Daiyousei7I evade interdictions in my type 9 to keep things interesting xD



We just had this topic. It's not possible to evade all interdictions in a T-9. Well, unless you're not flying it...


I do recall a recent discussion, in which I thought it was the consensus that T9s can evade all NPC interdictions. You may be thinking of a previous discussion, or PvP interdictions?
Caveat: I've just changed from a cheapo Xbox knock-off controller to a genuine MS one, and one side-effect of this is that the stick doesn't generate max pitch and roll at the same time, unlike on the cheapo version. I'm still waiting for my first interdiction in a T9 to put it to the test but annoyingly I haven't had any despite deliberately taking missions that should invite them, lol. In my Cutter it was noticeably more difficult to evade though.

SakashiroI have two options here: either prepare my T-9 for this one-in-ten event by shielding/arming up and losing significant amounts of cargo space and jump range, lowering the profits per hour, and increasing the rebuy in case I fail to escape anyway,...

... or do the opposite: lower the rebuy further by going back to lightweight armor + automatic docking, and otherwise carry on as if nothing happened, because I'm still cash flow positive even with the occasional hull loss.

Edit:

This is my build now. Rebuy is down from 13.5M to 5.4M, less than I make on a single haul. Cargo space is up from 694 to 716. Jump range is slightly shorter due to downsizing the FSD booster from class 5 to class 3 and the power plant from 4 to 3. Power consumption after switching off the cargo hatch: 98%.


I like your thinking.
Bit surprised by the class 6 scoop tho. For max cargo volumes I normally go with a class 3 scoop (just for emergencies, or indeed none at all) which is a big boost, especially on a disposable ship like this. Why give up the 64 tons?
06 Mar 2021, 3:09pm
HoleyMcMoleyBit surprised by the class 6 scoop tho. For max cargo volumes I normally go with a class 3 scoop (just for emergencies, or indeed none at all) which is a big boost, especially on a disposable ship like this. Why give up the 64 tons?

Good point!

Choosing a scoop of the same class as the FSD has become a habit. Also downsizing the fuel tank to increase jump range in the route plotter. But here it doesn't make sense indeed. Thanks for pointing that out, I'll change it.

Edit:

The final build. Rebuy is down to 4.2M, cargo space up to 776. One haul = two rebuys + a little extra.


Last edit: 06 Mar 2021, 3:38pm

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