Interdict makes it trivial to take out any mob - mobs can't outdo players in subsystem damage and eventually succumb to subsystem crash, it takes a lot of time but is basically 100% safe as long as the nanoseer interdicting isn't attacked. This was used to take out cosmpiercer guards back when cosmpiercers still had them. Now it's being used to take out faction guards.
I don't think that's the intended use, especially since the raiding party can bring along an unenemied nanoseer who will just interdict - and will never be targeted as a result. This means a single player can make all the faction guards pointless and very easy to kill, and the only real counter to that is to make sure player defenders are always available. Outburst was changed to prevent a situation where one player can easily mess with a faction's guards with no risk, but Interdict still allows it - and if anything is even worse, because outburst only moves them, but interdict allows any raiding force to easily and safely kill them.
I don't know how to change the ability to fix this problem, but it can't stay the way it is now. Right now, faction guards are pointless and require babysitting and protection rather than protecting anything themselves.
Comments
They were way more than a minor speedbump, It takes forever to kill them via subsystem damage and any time all it takes is for someone to walk in and interrupt the interdict, and instantly they kill a player because their damage is so ridiculous. I have literally survived 5 song longer than 3 guards, Also the death woodro got was from him dying to subsystem damage. So they arent completely powerless to interdict. Woodro couldnt crash out of the room being constantly prone from them, and also when he did crash out they just yanked him back in.
Dang, I predicted that one, Anyway that literally is the intended use of interdict. The description literally says it stops damage, and it does whats described on the tin. It doesnt say stops all non guard damage.
So then guards should just have no counterplay and a faction that wishes to limit your entrance to their faction should just be able to with no way to avoid it? Why do we even need guards then, why not just lock faction stations to anyone who is enemied, lock CAC rooms too. Don't want enemies going in there.
actually, yeah. Little round-about, and a hard comparison because guards here are no-contest way better than guards there, but there are a number of common strategies for dealing with guards when you're low on people. Most common was adduction bashing - you set up an adduction vibe adjacent to the guards, then you (and anyone with you who wants to be) are constantly pulled out of the guard room, into the other. So you walk in, hit, adduction pulls you out. Slowly but surely you chip away at them.
So, short answer, I will look at this but would rather make guards smarter than nerf certain abilities
Keeping this in mind, I feel like we should adopt a different process for guard employment. When we hire them, we should also sign them up for HETE treatments. This means that when they die, they'll reclone and return to their post - eventually. I'm not sure what a fair timer is for this, but I'm sure it can be sussed out. This would be bundled with some kind of appropriately increased upkeep cost, so that you're still paying good money to keep your areas protected, but it's not a repeated lump sum every time a group of raiders wants through your stack.
Once we have a system where guards are no longer a chore to replace and become a less prohibitively expensive obstacle for interested parties to overcome/stir shit, then I feel like it will be easier to talk about what's fair with regards to how strong/weak they are.