The weekly progress reset for defence against Thargoid invasions is flawed no matter how much the requirement for victory is nerfed. It must be changed into a system where progress rolls over and this is why :
With a progress rollover system in place, it becomes :
Some clarifications :
Under such a new system, progress is still lost if the system falls to the Thargoids, but it would take multiple weeks and redirection of efforts is made possible since the minimal valuable contribution within a week is now a single pip.
The war is made easier, but in a more elegant way than a straight nerf to the system progress bar. The war is still a losing battle as long as the Thargoids expand faster than what the players can defend and retake. System under Thargoid Alert still only have one week before they turn into Invasion. The key is still to find out how to win those.
There are a number of possible implementations of a rollover mechanism.
It would require programming work more costly than nerfing the weekly progress bar. It would give much more agency to the players than Fdev is ready to give ( since instead of the annecdotical defence of a single system per week leaving the slow creep of Thargoids unnafected, players could devise complex strategies that can't easily be anticipated). This new found agency might result in unneeded intervention from Fdev in deciding the outcome of the war (since players might be able to stop Thargs advance by blocking them along a line of defendable systems). This would risk making the planned narrative redundant.
I think it would have been truely awesome.
- Currently, the minimal amount of action required to impact the gameworld is to fully fill the progress bar of an entire star system within one week, which is also the maximum as there is no progress beyond that threshold.
- The outcome is binary, anything other than complete victory is the wiping of players progress.
- If it take 4 days to fill the bar, there is nothing of value left to do for the remainder of the week.
- If you cannot garner the resources to perform that set amount, your participation is void, meaning you have no agency.
- There is no strategy at play other than reducing the number of targeted systems to whatever your available resources may swing.
- For a majority of organisations that number is 0.
With a progress rollover system in place, it becomes :
- The minimal action required to have an impact in the gameworld is the amount needed to move the bar by one pip within one week.
- There is further progress to be made beyond that threshold.
- The outcome is progressive, even in defeat the win of a pip can feel like a victory.
- If it takes you 4 days to gain a pip, you can spend the remaining 3 helping your neighbor get his.
- If you cannot garner the resources to retake a system, you can make it easier for the next week, and hope to attract more people to your cause, maintaining some agency.
- More complex strategies layered over multiple weeks can emerge to best allocate your resources.
- The number of orgs able to make visible impact is greatly improved and a game of politics may emerge as orgs try to attract the help of larger groups by laying the ground work in the first few weeks of a system invasion.
Some clarifications :
Under such a new system, progress is still lost if the system falls to the Thargoids, but it would take multiple weeks and redirection of efforts is made possible since the minimal valuable contribution within a week is now a single pip.
The war is made easier, but in a more elegant way than a straight nerf to the system progress bar. The war is still a losing battle as long as the Thargoids expand faster than what the players can defend and retake. System under Thargoid Alert still only have one week before they turn into Invasion. The key is still to find out how to win those.
There are a number of possible implementations of a rollover mechanism.
- Half (or any fraction) of the number of pips gained are credited at the start of the next week cycle (rounded up). The simplest in principe, but still very rigid.
- Momentum based system : the % of progression made the current week is a multiplier applied to progression made on the next cycles.(if you fill half of the bar one week, next week requires now 66% the amount of effort that it would take to fill, and stacks if you keep making progress for the week after). Because a momentum system scale exponentially, and because humans are terrible at gauging momentum, it would make multi weeks strategies extremely interesting to try to execute. It would reward taking risks by waiting for preparation before to fully commiting to a defence, as well as reward smaller orgs capable of stacking positive multipliers in the early weeks of an invasion.
It would require programming work more costly than nerfing the weekly progress bar. It would give much more agency to the players than Fdev is ready to give ( since instead of the annecdotical defence of a single system per week leaving the slow creep of Thargoids unnafected, players could devise complex strategies that can't easily be anticipated). This new found agency might result in unneeded intervention from Fdev in deciding the outcome of the war (since players might be able to stop Thargs advance by blocking them along a line of defendable systems). This would risk making the planned narrative redundant.
I think it would have been truely awesome.