Their adversaries, in response, immediately inject after them if at all possible.
Cue tedious and costly injector race as combat turns into a masslock crawl-by.
How much sense does this make and further to what extent does it make for good gameplay (especially when their tanks are near invariably full)?
- Who should typically let the player escape without spending fuel?
- traders
- pirates
- thargoids
There's a strong case for Thargoids not to be on this list or to appear random in their use (if they even have them).
- Who should typically chase the player down even at the cost of fuel?
- police
- bounty hunters
- assassins
I've already made an oxp that enforces some of this but it would be nice for it to work whereby non-player ships exhibit some discretion in their use of injectors rather than simply having them or not.
Having your adversary/target flee with injectors presents an interesting player choice (how much do you want that bounty/cargo/kill? ) whereas having them chase you with injectors I would suggest does not.