We are winning, the tide has turned HIP 23716

Eh, if this fails then Frontier will just lower the requirements again and we'll get it for sure next week. A nice little race to the bottom they've got here with these resets, if only there was a better way...
This is assuming that they want us to win. If this is their intention, I'd say let us do less of an effort, so they are forced to lower the bar to a ridiculous level, then strike with all our might at once.
However, what would it accomplish, anyway? It would just demonstrate that this war is on rails from the start and our actions don't count - as always. It's just a game, after all.
 
Combined progress in the two big systems is already pretty close to 100% and will certainly exceed it by the end of the week, so if it fails this time it's down to making the wrong strategic choices than it being actually impossible. That's a much easier thing to go "okay, we'll fix that and try again" on.

(Plus there should be at least one and maybe more new maelstroms to spread out their forces between, for further reduced thresholds)
 
Fdev always throw some deeply twisted mechanics into the works, it's as if they read a paper about MMO's that's 20 years old and are sticking to that design.
For all the amazing things in ED you know they will pop an absolute stinker in to compensate.
 
I still do not understand how some players bought this. Arrival of new forces lowers the threat? So, if a hundred more maelstroms arrive I will be able to singlehandedly clear them all, right?
Initially we thought that the maelstroms brought along or produce their own swarms. But based on what Prof Tesreau (FDev's proxy) said, it seems that the thargoids have a finite amount of troops which are distributed among the maelstroms once they reached their destinations (maybe they travel there through witchspace, idk).

I mean we don't have to buy it, but that's how the lower threshold is explained / handwaved.
 
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I still do not understand how some players bought this. Arrival of new forces lowers the threat? So, if a hundred more maelstroms arrive I will be able to singlehandedly clear them all, right?
You're assuming that a Maelstrom is something akin to a carrier/shipyard - in which case, each would have its own independent supply/production of Thargoids, and adding more wouldn't make the others easier (though they each might get easier over time as they spread their own forces over more systems)

But what if it's more like a gateway to rapidly bring Thargoids from production facilities elsewhere into the bubble? Then there might be a single pool of Thargoids that they all have to share, and it's the total number of systems all Maelstroms are controlling which is significant.

Or it might be a command post or the Thargoid equivalent of a terraformer (which is why they're setting up around AWs), and the number of Maelstroms is basically entirely independent of the strength of the Thargoid fleet, but the cost of clearing a human-free zone around each one is diluting that fleet pretty rapidly at this stage.

Without knowing anything useful about what a Maelstrom actually is, I'm not sure I want to confidently say their behaviour makes no sense.
 
Update

HIP 23716
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HIP 20485
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A shame really, if progress rolled over we would have been done with HIP 23716 about now, and the community would have felt its first little win in this massive war even though we have 40 other systems with invasion status getting hammered. It would have been an enormous celebration and party on the forums, and squadrons around the world could coordinate and reorganize efforts to another system. Watch it hit 98% and reset to 0, even though there is a week "left". Instead of celebration its now stress and worry, and you better stress that number hits 100% or you will see players participating drop like a bag of bricks.

What we could have had.
 
You're assuming that a Maelstrom is something akin to a carrier/shipyard - in which case, each would have its own independent supply/production of Thargoids, and adding more wouldn't make the others easier (though they each might get easier over time as they spread their own forces over more systems)

But what if it's more like a gateway to rapidly bring Thargoids from production facilities elsewhere into the bubble? Then there might be a single pool of Thargoids that they all have to share, and it's the total number of systems all Maelstroms are controlling which is significant.

Or it might be a command post or the Thargoid equivalent of a terraformer (which is why they're setting up around AWs), and the number of Maelstroms is basically entirely independent of the strength of the Thargoid fleet, but the cost of clearing a human-free zone around each one is diluting that fleet pretty rapidly at this stage.

Without knowing anything useful about what a Maelstrom actually is, I'm not sure I want to confidently say their behaviour makes no sense.
Both theories for hive ship or gateway are plausible with the lore. Whatever it is it has a capacity either to produce, store or transport.

We can eliminate storing option as this means their force are finite and as faster we kill as faster we get rid of them.

Local production aligns with theory for weakening as each maelstrom's front line expands but it do not explain how more maelstroms will weaken them.

Remote production, as you suggested that I have discarded - which is not the case, means that each maelstrom may have a transportation capacity and remote production capacity. Thus with more maelstroms remote production can't cope with deployment. This is where that theory fails. Although, Thargoids may be a mystery, their actions are very rational. There is no rational reasons to get your forces stretched, nor it looks rational that their production capacity is limited in their own space.
 
A shame really, if progress rolled over we would have been done with HIP 23716 about now, and the community would have felt its first little win in this massive war even though we have 40 other systems with invasion status getting hammered. It would have been an enormous celebration and party on the forums, and squadrons around the world could coordinate and reorganize efforts to another system. Watch it hit 98% and reset to 0, even though there is a week "left". Instead of celebration its now stress and worry, and you better stress that number hits 100% or you will see players participating drop like a bag of bricks.

What we could have had.
War's not meant to be easy. The fact one is at 56% and the other at 38% compared to last week.when the former only reached 50% by the Thursday reset, suggests this is absolutely feasible. Also most folk abandoned defending two Systems at once and concentrated on HIP 23716 instead. Now they're focusing on two again. Once HIP 23716 gets to 100, we can make a push on HIP 20485.
 
War's not meant to be easy. The fact one is at 56% and the other at 38% compared to last week.when the former only reached 50% by the Thursday reset, suggests this is absolutely feasible. Also most folk abandoned defending two Systems at once and concentrated on HIP 23716 instead. Now they're focusing on two again. Once HIP 23716 gets to 100, we can make a push on HIP 20485.
This is not war tho, this is a computer game which aims at entertaining people.
 
Although, Thargoids may be a mystery, their actions are very rational. There is no rational reasons to get your forces stretched, nor it looks rational that their production capacity is limited in their own space.
Perhaps the bugs did the math (lol) and deduced that they can take over more systems than they will lose even with their forces stretched thinner and is worth the trade off.
 
This is assuming that they want us to win. If this is their intention, I'd say let us do less of an effort, so they are forced to lower the bar to a ridiculous level, then strike with all our might at once.
However, what would it accomplish, anyway? It would just demonstrate that this war is on rails from the start and our actions don't count - as always. It's just a game, after all.
If you think real Wars are not scripted than here's a famous quote for you:
"If we see that Germany is winning the war, we ought to help Russia; and if that Russia is winning, we ought to help Germany, and in that way let them kill as many as possible.".

Someone always pulls the strings behind Wars.
 
Well you already have one in the BGS IIRC- influence decay and rep 'bounce' (from not blowing them up and you slowly go from hostile to a bit angry with you).

So rather than a hard reset, its a tug of war that if you leave alone will pull back to the Goids, but if you keep at it will force Goids to retreat. You could even weight each system like Powerplay, and the difficulty of winning being based on local system factors (population, distance etc).
There's no such thing as influence decay. Reputation decay is slow and doesn't really matter most of the time, plus I think it only happens for superpower-wide rep (so even more inconsequential).

It is likely that the more Thargoid controlled systems there are/Maelstroms have arrived, the easier it'll get. Not sure if I agree with that yet design-wise (it's a good safeguard against either side winning, but a stalemate is also boring). I'd be very surprised if there wasn't also a manual tweak in play. If the coming weeks and Maelstroms further reduce the difficulty on the scale seen going from week 1 into week 2, it's gonna get real easy.
 
Both theories for hive ship or gateway are plausible with the lore. Whatever it is it has a capacity either to produce, store or transport.

We can eliminate storing option as this means their force are finite and as faster we kill as faster we get rid of them.

Local production aligns with theory for weakening as each maelstrom's front line expands but it do not explain how more maelstroms will weaken them.

Remote production, as you suggested that I have discarded - which is not the case, means that each maelstrom may have a transportation capacity and remote production capacity. Thus with more maelstroms remote production can't cope with deployment. This is where that theory fails. Although, Thargoids may be a mystery, their actions are very rational. There is no rational reasons to get your forces stretched, nor it looks rational that their production capacity is limited in their own space.
Of course there is a reason. WMD was used against Thargoids, so why would they put all their forces together after that? It's actually rational not to do it.
 
If the coming weeks and Maelstroms further reduce the difficulty on the scale seen going from week 1 into week 2, it's gonna get real easy.
It is very likely to get real easy...

Apart from AXI - who are 'professionals' - it is unlikely that the majority of the playerbase will continue to fight against the toughest challenge in the game for any length of time, not unless there is almost instant gratification for their efforts, of course.
 
It is very likely to get real easy...

Apart from AXI - who are 'professionals' - it is unlikely that the majority of the playerbase will continue to fight against the toughest challenge in the game for any length of time, not unless there is almost instant gratification for their efforts, of course.
Yep and I've said elsethread that by next year, people will be moaning it's too easy and will have forgotten about this mechanic they've decided isn't to their liking.
 
Yes and it's simulating a war with aliens.

I've played a lot of Crusader Kings II. I don't moan when I take a County and then 5 minutes later the locals get upset and a 10k stack appears whilst my troops are elsewhere and I lose that County which I put a lot of work in taking.
Good on you. This is not Crusader Kings tho.
People are so used to "winning" they moan on this forums for endless pages how insufferable a rebuy is.
If you really think players aren't running away if they can't have at least small victories, I have an Anaconda to sell to you at Hutton Orbital.
 
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