How to progress Alerts most effectively.

Me and a few others have been experimenting with Alert systems for a few weeks now, and given today's Galnet I figured I'd share our findings and the best ways to progress Alert systems.

Trading: First off, ignore just hauling commodities to sell to markets. OpIda tested it with tens of thousands of tons and it did nothing, absolutely zero. So I think it's safe to say it's not contributing.

Hauling: Hauling via missions DOES work, but very slowly. Again, OpIda tested it, hauled ~200k, and progressed the bar about 12%. Not exactly significant. Do it if you enjoy it, but don't expect to make much of an impact, given that the average player contributes around 10k to community goals and so you'd need 166 players to fill the bar that way with that amount of effort and no reward. Rescues seem to operate on similar levels. For reference, the TOP players each week seem to haul about 10k, and average more like 1000 at the moment. Filling the missions is very annoying.

Edit: This seems to be at least partially based on the number of missions completed, not just the number of commodities hauled. I'm still not 100% clear on it, but I was getting about 2% for every 400 passengers evacuated. Going out on a limb here, I would assume that wing missions are probably significantly less effective at moving the bar per commodity, UNLESS you are in a wing of four and sharing the missions before turning them in.

Salvage: Pods/Black Boxes help about on the same level as missions, but are much slower to collect.

Kills: Kills do seem to progress the bar at a reasonable pace, but are very difficult to locate. In my experience, using signal sources will net you up to 20 scouts per hour. You can also get maybe 2-3 interceptors per hour if you stop at the right signal sources and hang around for 10 minutes or so for them to spawn.

Orthruses are much worse. I generally find one every few hours. If they do progress the bar significantly, it's hard to tell, because you can't find them.

Edit: Orthruses do seem to contribute a reasonable amount, but finding them is difficult. In my experiments, an orthrus kill was worth about 0.5% of an Alert bar, or half a pip. Over the past week of fairly constant effort, I was able to locate and kill 21 of them, or about 1 per hour on average. The best way seems to be carrying AX weapons on your trade ship and killing them while hauling. 3 sirius ax missile racks and 2 gimballed large enhanced ax multicannons is able to effectively kill them.

What DOES work?

Hyperdictions.
Jump in and out of the system repeatedly, into another alert system ideally. You'll typically get a hyperdiction about half the time, and it counts as the system you're jumping away from. This is, as far as I can tell, by far the best way to get thargoid contact. Kill them.

Tissue Samples. Use the same approach, but instead of killing them, tissue sample them and turn them in at a rescue megaship. This works about as fast, but is inconsistent due to the research limpets often failing. Be sure to use a universal limpet controller or you'll be too slow to make any sort of progress.

Winging up. This multiplies the value of any kills you get, or any wing missions you share, as far as we can tell. If you do find an orthrus, you should try winging up with SOMEONE who can get there, or alternatively try multicrewing up. That should have the same effect.

Alerts do seem to have a lower threshold than invasions, it's just much harder to get the points needed to fill it.
And that's basically it. If anyone finds a better way to locate Orthruses, post it, I'd love to find out.
 
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Everything written seems to be about right from my perspective. Ty for the good summary.
Until FDev is willing to reduce the requirements, the labor force required to clear any thargoid status system is too great for the number of active players. My early efforts to quantify and estimate labor force hours required to successfully defend systems started at 120+ hours for invasions increasing for others. I'm fairly confident now that early estimates are weak. The number of planetary settlements, orbital stations, system population, and power control of the system are factors that may change the number of labor hours required to defend the system. Now I very roughly estimate the number is closer to 400+ labor force hours for invasion systems; who knows for alert or thargoid controlled systems.
 
A whole bunch of Invasion systems get saved every week though. Alerts have some problems in terms of actually finding enough activities to progress the bar, but Invasion systems we can and have been able to withstand.

So it's not really "too great for the number of active players" to win back "any Thargoid system"
 
Tissue Samples. Use the same approach, but instead of killing them, tissue sample them and turn them in at a rescue megaship. This works about as fast, but is inconsistent due to the research limpets often failing. Be sure to use a universal limpet controller or you'll be too slow to make any sort of progress.
God damn i wish FD would just fix that tissue sampling bug already, if they're now making it an actual mechanic that does something.

That whinge aside, in my opinion it's significantly easier to find a low- threat nhss of some form in any thargoid war system, kill scouts down to the last one and then just sit there sucking tissue samples off them.

  • tank requirements are much lower, meaning;
  • you can trade off internals for more CRCRs or additional research limpets

Make sure to pack at least one large vanilla cargo rack too, to store more limpets because of that ridiculous 5yo bug...
 
Scout tissue samples haven't shown the same impact on progress as interceptor ones have, but I don't know of any controlled experiment to prove that.
I guess it would make sense, though it's certainly not reflected in things like the market value of the samples.
 
It does raise the question of whether or not Hydra samples would be worth the most. Those would probably also be the easiest to collect, since you could just do it's passively while fighting them at the end of conflict zones.
 
Only informally and definitely far from rigourously:
  • My deliveries containing Scout samples seemed to suggest around half the effect of Interceptor samples.
  • Cyclops and Basilisk samples seemed to be close enough to equal.
Notes:
  • Launching research limpets first is tempting, but it is so easy to get distracted by the Swarm and lose the first round of limpets that I suggest just removing the Swarm first.
  • Basilisk research requires one to pay much more attention that it does not flee beyond 5 km due to its extra speed.
  • Plan to take damage; remember that you will need to slow down for the research limpets to reach you once their task is complete, leaving the Interceptor able to strike.
  • Use a large amount of total shielding, and an amount of hull integrity just greater than one-ninth of your total shielding plus Shield cell banks and with 4 points to SYS. A hull-only approach will not leave enough room for corrosive cargo.
  • Only consider destroying one petal when the Interceptor gets annoyed if you are sure you can avoid the lightning thereafter—the threat to Shields aside, it risks rebooting your limpet controllers.
 
Do I make it easier for the Orthrus to succeed at reconnaissance if I deliver additional probes and sensors to it?
They're in my carrier cargo for a long time now, probably gathered intel on half the bubble by now 🤡
 
Do I make it easier for the Orthrus to succeed at reconnaissance if I deliver additional probes and sensors to it?
They're in my carrier cargo for a long time now, probably gathered intel on half the bubble by now 🤡
Would be cool if the probes and sensors could be modified to give bad data. Imagine a whole fleet of Hydras popping out of warp in the middle of a star..
 
Would be cool if the probes and sensors could be modified to give bad data. Imagine a whole fleet of Hydras popping out of warp in the middle of a star..
Yeah, the lack of other potential interactions with the Orthrus, which is responsible for reconnaissance and logistics, was or is one of my main criticisms when it comes to the new focus of Elite. Reprogramming probes or sensors and feeding false information to them was something that crossed my mind as well when they were introduced.
 
I've refined my hyperdiction sampling strategy to prolong the amount of time I can sample a cyclops by killing the swarm and waiting a bit between every heart. I was able to somewhat reliably get get ~25 cyclops samples + cyclops kill + scout kills from a single hyperdiction on the past 3-4 runs. For any bigger interceptors I just do what I can vs the swarm/scouts and sample until it enrages and then leave.

Launching research limpets first is tempting, but it is so easy to get distracted by the Swarm and lose the first round of limpets that I suggest just removing the Swarm first.
I think launching the limpets asap and maintaining the maximum limpet uptime is always the best move even if it results in some damage. The only exception being when collecting the stray limpets and when the limpets would be launched so they finish too far apart meaning future pickup will be harder.

The earlier you launch the limpets the higher the chance that you'll get another round of limpets off before leaving.

  • Use a large amount of total shielding, and an amount of hull integrity just greater than one-ninth of your total shielding plus Shield cell banks and with 4 points to SYS. A hull-only approach will not leave enough room for corrosive cargo.
  • Only consider destroying one petal when the Interceptor gets annoyed if you are sure you can avoid the lightning thereafter—the threat to Shields aside, it risks rebooting your limpet controllers.
I use a shieldless conda with a size 6 corrosive cargo rack (which not everyone will have) and it works out ok, I can maintain silent running while launching almost all my limpets so most of the damage comes from swarm missiles or when I need to slow down to pick stuff up.

The first lightning is very bad for me as I can't outrun anything, but after that one most others are easier to avoid by just boosting past. I'd say it's almost not worth killing a heart unless you intend to eventually kill the goid because of how much of a pain the lightning is.


The sampling stuff being effective results in some very weird emergent gameplay that's actually RNG heavy - you need RNG to get the hyperdiction in the right system, RNG to get a good encounter (while every encounter works some are more efficient), RNG to get the actual samples back. This is still better than killing Orhtrus because you're doing something the whole time and some of the granular elements are under your control and there's degrees of success.

If scout samples are really half of interceptor samples they're worth doing, but cargo space/time will be the limiting factors.

You can get instances with no system AX in populated alert systems in orhtrus instances and hyperdictions if you kill the interceptor and leave a scout alive to do scout sampling, but you can't really fit enough CRCR to justify it I think.
 
I use a shieldless conda with a size 6 corrosive cargo rack (which not everyone will have) and it works out ok, I can maintain silent running while launching almost all my limpets so most of the damage comes from swarm missiles or when I need to slow down to pick stuff up.

Class 6 anti-corrosive cargo makes all the difference there indeed! Hopefully those become available once again; that would make a Hull version much more viable, and reduce journeys to the Rescue megaship.
 
Tissue Samples. Use the same approach, but instead of killing them, tissue sample them and turn them in at a rescue megaship. This works about as fast, but is inconsistent due to the research limpets often failing. Be sure to use a universal limpet controller or you'll be too slow to make any sort of progress.

I tried something earlier which may suggest some value in knowing what are the actual Research success rates. Cyclops research seems to be around 50% going by limpets in versus samples out, though moreover I wanted to present yet another reason not to hunt the Orthrus—its Research success rate seems to be a meager 5% or so.

On this quite lucky run I received two samples from ten limpets, but that was among five total runs which yielded 3 samples total from 50 limpets total. This more typical run shows all ten limpets giving not a single sample.

Thank you for the excellent list though, and thank you to everyone testing it last cycle! In a single evening I recall building that xeno research Imperial Cutter and moving an unpopulated Alert system 20% (Col 285 Sector AF-E b13-0, followed with helping out Juipedun). More so than my anecdote, the results thus far this cycle speak to this Alert activity list far more effectively.
 
do those pods need to be picked up in system, and is it the total number of delivered pods or number of transactions/hand-ins?
Of course, otherwise how would the game know which system you are trying to advance? Salvage is always handed in at rescue ships, the search and rescue contact is disabled in Alert systems.
 
Of course, otherwise how would the game know which system you are trying to advance?
new question: do they need to originate in systems signal sources or do they just need to be picked up in system? assuming a player drops 95 pods...
 
They need to originate from the system, not necessarily from system sources. That said, I tried dropping and picking up a bunch of tissue samples in a different system, without success. So it appears to have to originate from the system, but not necessarily from signal sources. Hyperdictions on the way out of alerts work as well.
 
I wanted to present yet another reason not to hunt the Orthrus—its Research success rate seems to be a meager 5% or so.
The orthrus samples sell for way more than reguler interceptor samples, I wonder if that means they count for more too. They'd need to count for 15x an interceptor sample and you'd need to get 4-6 per orhtrus to be worth it though.
 
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