It all sounds like stating the obvious to put it like this but from our data and observations it does seem that the war machine as a whole behaves more or less the way you would expect it to, in general terms.The one week list on DCoH is hardly progressing, as the user experience for evacuating injured really sucks, I question myself after a few runs everytime![]()
Invasion Systems in their last week are the hardest to clear as there is only one damaged station left and activities are limited. AX CZs are gone so there is little to no AX to speak of and Deliveries are gone as well, so all that is left to do are Passengers and Critically Wounded.
Critically Wounded move the bar faster than Passengers but it is not possible at this time to determine whether it is simply because you can take more missions and numbers per trip or whether their status also has an effect. The Passenger Board barely changes as the station state goes from unattacked->attacked->damaged but with each state the Injured become Wounded then Critically Wounded and increase in number. In the absence of any other information or methodology it therefore seems logical that to effect the largest change we address the largest change.
In Alert systems we have observed that Deliveries work faster than Rescues, which fits in with the idea that Buur related from fdev in his video at the start of the war, that Rescues in an Alert system would be considered pre-emptive and given less weight than in an Invasion system. Our observations bear this out. Rescues do work in Alert systems with enough numbers thrown at them but far more slowly. This makes logical sense as well, if a system is under threat of invasion you don't evacuate everyone and let the enemy move in, you get a few people out like the vulnerable then bolster the defences to fight off the Invasion and make sure they have plenty of supplies.
Invasion Systems where all three activities can be performed simultaneously - AX, Deliveries, Rescues - are the fastest to clear, as we saw with Muchihiks and HIP 8525. Again, sounds obvious but it's borne out by how fast those two systems were finished.
Meanwhile regardless of what anybody does the Thargoids are moving into several systems a week, going from 245 occupied systems to 329. Less like BGS and more like Powerplay.
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