If you have interacted with Thargoid Commodities, such as a Thargoid Probe, Sensor or Heart, you are marked for Hyperdiction. If you have not interacted with them and the System you are in is not in a [Thargoid] Incursion state, you will not get Hyperdicted.
A Hyperdiction is quite different from a normal Pirate Interdiction. 1. You cannot evade a Hyperdiction. If you’re marked any jump made into or through Thargoid Hotspots [indicated by presence of Non-Human Signal Sources] can, 20% of the time, trigger a Hyperdiction. A Hyperdiction just … happens.
During a Hyperdiction, 1 to 4 Thargoid Interceptors will appear and one of them will deploy its Shutdown Field. This will immobilize your ship completely for 30 seconds. During this time one of the Thargoids will scan your ship. If you are then found carrying Thargoid or Guardian commodities, the Thargoids will react. If you are not, they will wake out of the instance.
You can use the Shutdown Field Neutralizer to negate the Shutdown field, which will cause the “Lead” Thargoid to deploy its Swarm in preparation for combat- but it will not attack, and instead continue with the scanning behavior.
If you have Thargoid Commodities, the Thargoids will flash Yellow, and similar to Pirate behaviour, demand that you drop the Commodities so they can scoop them and leave. Ignoring this for 15 seconds will cause the Thargoids in the instance to deploy their swarms and attack.
If you have Guardian Commodities, the Scanning Thargoid will flash red and about 5 seconds later will fire a volley of cannon fire at you, after which, all Thargoids in the instance will enter normal combat state and deploy their swarms. If you drop the Guardian Commodities during this window, the Interceptor will instead destroy the commodity.
The danger is the Shutdown Field. With Thargoid Commodities, there is a grace period, as the 15 second timer starts coinciding with your ship rebooting. When holding Guardian commodities , it’s as soon as the scan completes—being that it’s much shorter and starts sooner, it can and will often leave you with very little time to react.
To juke a Hyperdiction while carrying Guardian Commodities, you want to Shutdown Field Neutralize when you see ‘Energy Surge Detected,’ begin an out-of-system jump—a high-wake—FA-Off to turn away, and boost away. Use Silent running and apply some downward thrust. An Interceptor travels at up to 530m/s (Basilisk variant)– with 450 m/s being their common speed (Cyclops, Medusa, and Hydra Variants). They don’t have a ‘Did I say you can leave’ behaviour, and won’t attack you, but SR does disable their tracking– they’re Gimbal scrubs, though Chaff doesn’t work against them.