The usual question of - which Alerts used to be Controls? I’ve seen reports of CZs in Nihal already in the AXI discord - any other possibilities?
System | Inhabited | Maelstrom | Distance | Week evicted |
Arietis Sector JR-V b2-2 | No | Indra | 26.29 Ly | 18 |
Col 285 Sector TS-Z b14-3 | No | Hadad | 22.02 Ly | 20 |
Col 285 Sector PM-B b14-5 | No | Hadad | 26.05 Ly | 20 |
Col 285 Sector AP-F b12-2 | No | Cocijo | 30.07 Ly | 25 |
Nihal | Yes | Taranis | 21.44 Ly | 26 |
Canaharvas | Yes | Cocijo | 23.55 Ly | 26 |
Pegasi Sector GW-V b2-3 | No | Raijin | 25.92 Ly | 26 |
Col 285 Sector PM-B b14-5 | No | Hadad | 26.05 Ly | 26 |
Both Nihal and Canaharvas are confirmed to have CZs. Might help keep the combat pilots busy.
System Inhabited Maelstrom Distance Week evicted Arietis Sector JR-V b2-2 No Indra 26.29 Ly 18 Col 285 Sector TS-Z b14-3 No Hadad 22.02 Ly 20 Col 285 Sector PM-B b14-5 No Hadad 26.05 Ly 20 Col 285 Sector AP-F b12-2 No Cocijo 30.07 Ly 25 Nihal Yes Taranis 21.44 Ly 26 Canaharvas Yes Cocijo 23.55 Ly 26 Pegasi Sector GW-V b2-3 No Raijin 25.92 Ly 26 Col 285 Sector PM-B b14-5 No Hadad 26.05 Ly 26
Even if we did it - every three weeks in alert with aprox 25000 samples needed seems not to be a senseful Invest of timeI've done a measurement in Inara (6.52Ly) out of curiosity. Delivering 128 samples gave a total of 0.001263 progress, which means that clearing the system would take... 101,350 samples. Probably not going to happen in the near future, indeed...
The idea would be to let the system go to Invasion and let all the bored combat pilots go to work there - with the amount of ports, we’d have like two months each Invasion. It’s only theoretical though, as we’ve no way of clearing it anytime soon.Even if we did it - every three weeks in alert with aprox 25000 samples needed seems not to be a senseful Invest of time
For evac missions Critical give the highest progress, then Wounded, then Injured.The invasion planetary ports are atmospheric so require Odyssey?
I'm trying out things like delivery and rescue missions, what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them
Only Injured and Wounded at the moment, you need damaged stations for Critical Wounded.For evac missions Critical give the highest progress, then Wounded, then Injured.
Mission qty counts higher than tonnage, though you will want to max both.
All of these are higher than refugees though you can grab these to fill out spare mission qty.
what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them
The invasion planetary ports are atmospheric so require Odyssey?
I'm trying out things like delivery and rescue missions, what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them
Search through your journal for "WarProgress". The figure updates each time you jump into system, or by logging out and back in while in system.The invasion planetary ports are atmospheric so require Odyssey?
I'm trying out things like delivery and rescue missions, what is the best way to see a before / after percentage to assess how these work and whether distance from maelstrom affects them
It won't fully translate due to the different activities in different system types, no passengers in Controls for example. But you could do something similar.Ideas very welcome!
Regarding the Injured missions, these average 4-6 permission usually so if you're taking from multiple ports (usually ~5 missions per port) you can fill all 20 mission slots for 80-120 injured.Search through your journal for "WarProgress". The figure updates each time you jump into system, or by logging out and back in while in system.
As for what activities actually do, the full document is on our Discord but here are the cliff notes. Credit to CMDR Carpets for his intense testing and patience. Feel free to copy it to a text file for reference.
This is for Alert systems but activity values are likely similar for Invasions with rescues perhaps worth a little more, some possible variation for having Injured/Wounded/Critically Wounded compared to only having Injured in Alerts and values for kills may be slightly different too, but none of them should be massively so. Tissue Sampling seems less effective than in Alerts and Controls but we'd already noticed that before the war progress was added to the journal, thanks to the work done by Yttrbio et al. Invasions have not been fully testable since the war progress was written into the journal due to the inability to either isolate one or make small amounts of other player activity there statistically irrelevant.
Distance from maelstrom is the only difficulty modifier we have found. We can think of it as setting the "base value" of the system. The base value can be found by doing an activity and measuring the progress, or by simply making an estimate based on maelstrom distance once you have a few values from other systems to compare. It probably follows the same difficulty curve as Controls, we can't imagine why it would have its own, but with lower thresholds and so far with a smaller range of distances.
Worked Example - Ngolite.
Ngolite is 26.89 LY from the Raijin maelstrom. It was in Alert at time of testing.
Activity values are static within systems of the same type so they are all a multiple of each other depending on which you use to establish the base value for the system you want. A Refugee or Injured is easiest to get a baseline from.
The base value for Ngolite was 0.000014385 before the last update so it might be a little higher now. We'll call this value "V".
Activity values are as follows;
Rescues and Salvage
Refugee = V
Refugee mission = 10V
Injured = V
Injured mission = 50V
Occupied escape pod = 10V
Damaged escape pod = 10V
Black box = 5V
Deliveries
Unit of delivered cargo = 0.1V
Delivery mission = 20V
Delivery wing mission = 50V
AX
Scout mission = 70V
Scout = 0.5V
Cyclops = 12V
Orthrus = 200V
Tissue Sampling
Tissue sample = 50V
You can extrapolate further if you like and calculate the progress of a particular mission, such as;
- Refugees = ( V x Quantity of refugees ) + ( 10V x Quantity of missions )
- Injured = ( V x Quantity of injured ) + ( 50V x Quantity of missions )
- Deliveries = ( 0.1V x Quantity of cargo ) + ( 20V x Quantity of missions )
- Wing deliveries = ( 0.1V x Quantity of cargo ) + ( 50V x Quantity of missions )
Or you can just take the values of each activity as a simple guide and focus on high value activities. However, for those wanting a fast way to cheese the system forget about it, it's not that simple.
As Injured are small in number taking a mixture of Injured and Refugees is more productive. Take all the Injured you can and fill your remaining space with Passengers because until you get Critically Wounded the Injured and Wounded won't even fill a Python, so not taking Passengers as well is literally a waste of space and waiting for more Injured or Wounded is a waste of time you could spend taking Refugees which are at least worth something. Take a combo every trip.
For anyone still confused about the various Port states in an Invasion system, a quick guide;
The Passenger Board has the same missions throughout the Invasion. The Mission Board, however, changes depending on the state of the Port.
Those states are Unattacked->Attacked->Damaged.
a) - Unattacked - Delivery Missions and Evacuate the Injured. The Commodity Market is open and can be sold to directly.
The Injured are small amounts of people already placed in escape pods and require cargo racks instead of passenger bays. The more damaged the Port gets, the worse the Injured become.
b) - Attacked - Commodity Market closes. Deliveries now possible with Missions only. The Injured become Wounded.
c) - Damaged - The Port is no longer considered “Active” i.e. it no longer has the ability to receive and trade goods in the literal meaning of the word Port. Delivery Missions are removed and the Wounded become Critically Wounded. The number of missions and number of wounded per mission increases.
There is a cost-benefit debate on whether it would mean more progress/hr by just stocking a mixture of injured and passengers at one port, rather than having to fly to and dock at 5 per run. However, with the formulae above, I'd guess that it'll still be better off to stock up on all Injured unless the ports are quite far apart.Regarding the Injured missions, these average 4-6 permission usually so if you're taking from multiple ports (usually ~5 missions per port) you can fill all 20 mission slots for 80-120 injured.
If there are fewer ports we might come up short so filling remaining slots with passenger cabins allows us to grab refugees on an ad hoc basis when we have spare missions.