Thargoid invasion - Next target systems?

Total destruction of a Titan is a very optimistic goal. We don’t even [yet] know whether Guardian weapons potentially could hurt one, though it may be likely, seeing how they have the neutralizer field active throughout the entire system.

I certainly wouldn’t bet a megaship on it. And it would also not be a very smart move, in my opinion. It may provide short-term relief, but do you have any idea how much blasting one of those things to pieces would off the Thargoids?
Given the fact that the Titans are currently being used to fight a war against us, I'm not sure holding back against one in case it somehow makes the Thargoids want to kill us even harder is the right move.
 
Given the fact that the Titans are currently being used to fight a war against us, I'm not sure holding back against one in case it somehow makes the Thargoids want to kill us even harder is the right move.
So let’s say you somehow manage to destroy one. What if that prompts the Thargoids to send in another three, or more, of them? Assuming they have more that can show up in timely manner(rather than take months travelling interstellar space at superluminal speeds)…

And that’s just one scenario that immediately comes to my mind. And they probably have more of their bigger ships to throw at us if they are willing, though I believe Titans are purpose-built for war, rather than a hive ship that is used to live on.

(Though I’d rather not see one of those come poking around, if they’re even bigger.)
 
They are doing that now, yes—but what of the approximately eighteen weeks prior, during which no Scythes were present and no territory nor Humans were being acquired, yet the Titans remained stationary?
Interceptors did it. We know they have always picked up any pods they see in passing. But they're not the best ship for the job and it seems the Thargoids are quite literal minded in that respect, so they built a dedicated ship for it.
To list a few explanations:
Snipped. Way too convoluted. I think you're going down a rabbit hole that doesn't need to be gone down. At the end of the day there is currently zero evidence for whether a Titan can move again or not. Neither case is more likely than the other at this point. No amount of desperate supposition to try and validate one over the other changes that.

With all the things to speculate about it's a weird hill to die on.
 
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Merely out of curiosity, what would the kill requirements for completing a [controlled] system such as HIP 30502(or Montioch, if you’d like to display a more extreme case) look like?

Can’t help but wonder when I see kill figures in the thousands for at least one of those relatively regularly, but it only seems to budge by about 2-4%. If any such figures are available, of course.
 
Victories in Col 285 Sectors UN-H b11-3, XT-Q c5-1 and XT-Q c5-22! That becomes seventy-three systems just as the cycle ends, still very much delightfully above even the maximum which can be attacked at once. Thank you to everyone who continues to effect that!


Merely out of curiosity, what would the kill requirements for completing a [controlled] system such as HIP 30502(or Montioch, if you’d like to display a more extreme case) look like?
Can’t help but wonder when I see kill figures in the thousands for at least one of those relatively regularly, but it only seems to budge by about 2-4%. If any such figures are available, of course.

Thanks to @Carpets, we have a comparison document which placed one Cyclops at just under one-quarter of a harvest unit (12 of 50, or 24%). Using the present strength junctions, HIP 30502 and Montioch project at most 21160 and 29892 harvest units, which becomes 88167 and 124550 Cyclops kills. Cooperative kills need to be multiplied by the number of Commanders, although this may be accounted already if one physical kill causes many reported kills.

For different Interceptors, the last information I recall thanks to @Ned Flandalorian is that their relative activity value was approximated well by their relative combat bond value. That was quite a while ago and the combat bond values have changed since then, but I imagine it is at least a good estimate to suppose that destroying a combination of Basilisk and Medusa Interceptors may average one kill per harvest strength.
 

Week 41, 7th September 3309​

Report
Thirty-two Alerts repelled at Arietis Sector FG-Y d66, Col 285 Sectors OB-E b12-4, TH-C b13-3, JA-G b11-3, BA-P c6-16, OS-T d3-105, YT-F b12-7, WY-F b12-5, NG-E b12-1, KW-M c7-16, OR-B b14-4 and JW-M c7-10, Pegasi Sectors VK-L a9-2, EB-W b2-2 and HH-U b3-4, Cephei Sectors FB-X b1-1, DQ-Y b1, BV-Y b2 and WO-A b4, HIPs 20485, 23593, 116542, 20899, 20056, 20491 and 20948, Hyades Sectors EQ-O b6-2, QN-T c3-13, EG-N b7-2 and EB-N b7-0, Vogulu and Balak.
Thirty Control evictions at HIPs 36901, 17310, 24834, 113076 and 21788, Col 285 Sectors EA-Q c5-2, IG-O c6-18, LV-F b11-0, RW-D b12-2, XT-Q c5-2, EA-Q c5-1, EA-Q c5-7 and EA-Q c5-9, Hyades Sectors CV-O b6-5, NN-S b4-4, FH-M b7-2, GH-M b7-0, JN-K b8-2 and MY-I b9-0, Pegasi Sectors HW-V b2-1, KH-V c2-7, MY-O a7-2, OE-N a8-2 and NN-S b4-4, Hosan, Gl 886.1 B, Arietis Sectors KM-T a4-0, KM-T a4-1 and KM-T a4-2, and Trianguli Sector FL-Y b4.
Two recaptured systems starting Recovery are Hosan and HIP 113076.
Maelstrom Thor loses two attacks.

Targets updated at 06:30 14th September 3309
Bi Dhorora Alert 68% *69.1%Hadad 18 Ly, 2734 Ls outpost, 1857 Ls planet
Unktety Alert 16% *17.5%Thor 25 Ly, 92 Ls outpost, 38 Ls planet
HIP 20577 Control 16% *16.6%Indra 18 Ly, 7835 strength
HIP 21261 Control 14% *14.8%Indra 20 Ly, 3816 strength
Tougeir Control 6% *7.4%Oya 16 Ly, 11.9k strength
Vucumatha Alert 4% *4.7%Cocijo 23 Ly, 13k Ls outpost
Montioch Control 2% *3.8%Hadad 13 Ly, 28.7k strength
Arietis Sector LM-V b2-4 Control 2% *3.2%Indra 27 Ly, empty, 402 strength
Iduni Control 2% *2.4%Raijin 22 Ly, 3290 strength
HR 1354 Control 2% *2.1%Indra 18 Ly, 9169 strength
HIP 20679 Control 2% — Indra 18 Ly, 9075 strength
Obamumbo Control 2% — Indra 19 Ly, 7405 strength

Notes
The Alert report lists predicted attackers which can be stopped this cycle.

Week 40, 31st August 3309​

Report
Thirty-eight Alerts repelled at Trianguli Sectors FL-Y b5, KR-W b1-4 and EQ-Y b3, Col 285 Sectors PM-B b14-3, KW-M c7-31, RM-B b14-8, SS-H b11-0, SH-B b14-2, IA-G b11-3, JG-O c6-5, SS-H b11-3, YT-F b12-6, UH-C b13-0, UH-C b13-2 and KM-V d2-69, Hyades Sectors GW-W d1-88, NT-I b9-2 and FB-N b7-3, Arietis Sectors KM-W d1-93, NH-V b2-0 and LM-V b2-3, HIPs 19600, 38718, 20527, 11111, 29596, 20890 and 19157, Cephei Sectors ZE-A c8 and AF-A c22, Pegasi Sectors DG-X c1-6, NY-O a7-1 and UK-L a9-0, Nu Guang, Ixbaksha, Jeng, Pathamon and Jementi.
One Invasion defended at HIP 25679.
Thirty-four Control evictions at Col 285 Sectors CA-P c6-16, TS-H b11-0, TS-H b11-1, TS-H b11-3, US-H b11-2, ZE-P c6-13, VN-H b11-0, VN-H b11-2, UN-H b11-6, YT-F b12-0, UN-H b11-3, XT-Q c5-1 and XT-Q c5-22, Hyades Sectors XU-O b6-1, CV-O b6-2, ST-Q b5-1, CR-J a10-1, IN-K b8-0, IN-K b8-1, IN-K b8-2, CV-O b6-4, JN-K b8-0 and LI-K b8-0, Arietis Sectors BQ-P b5-0, WJ-R b4-0 and NS-R a5-0, HIPs 9137, 6489, 35633 and 8467, and Pegasi Sectors XQ-J a10-1, JH-U b3-8, LC-U b3-3 and MY-O a7-0.
The defended Invasion system will start Recovery.
Maelstrom Leigong loses four attacks.
 
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System strength statement​

665 units delivered for HIP 36901 has completed it versus an estimated 663.8; it should be fine to proceed with any deliveries. The actual progress became 100.6539%, yielding a projected strength of 660.7, such that Control system strengths appear to be unchanged.

Operation Redacted​

Everything is as expected thus far; HIP 9016 has enjoyed the usual respite interval; HIP 9709 and Arietis Sector BQ-P b5-0 are clear, leaving only HIP 8887 to attack if it can next week. Timeline:

HIP 9016​
HIP 9709​
Arietis Sector BQ-P b5-0​
Week 37​
Evicted​
Control​
Control​
Week 38Respite 1ControlControl
Week 39Respite 2EvictedControl
Week 40Respite 3Respite 1Evicted
Week 41
Respite 4
Respite 2
Respite 1
Week 42​
Alert?​
Respite 3​
Respite 2​
 
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I’ll be curious to see if the relocation of the rescue megaships will have any impact on the speed at which systems seeing a more significant evac effort are cleared.

Assuming nothing happens to them… I feel like Frontier is setting us up for something here. I guess we’ll get to enjoy shorter return journeys both ways until then.

And maybe they’ll finally fix there only ever being four megaships used as the destination for evac missions. As long as they all still go to the same location once taken…
 
Victories in HIP 36901, Arietis Sector FG-Y d66 and Col 285 Sectors OB-E b12-4 and TH-C b13-3! A quite strong start with several other empty Alert systems also above 90%; such are where a spot of Orthrus-hunting or Scythe-baiting can be quite useful.

Alerts at 07:30 8th September 3309:
HIP 20485 Alert 60% *61.3%Indra 21 Ly, 27 Ls starport, 678 Ls outpost
HIP 20899 Alert 14% — Indra 23 Ly, 876 Ls outpost
Vogulu Alert 10% — Hadad 21 Ly, 336 Ls starport, 471 Ls outpost

Eviction:
HIP 113076 Control 26% — Raijin 24 Ly, 1422 strength

Clean-up:
Col 285 Sector JA-G b11-3 Alert 98% — Thor 26 Ly, empty
Col 285 Sector NG-E b12-1 Alert 96% — Thor 23 Ly, empty
Pegasi Sector EB-W b2-2 Alert 94% *95.5%Raijin 24 Ly, empty
Cephei Sector FB-X b1-1 Alert 90% *91.2%Oya 20 Ly, empty


Speaking of Orthrus-hunting, there may have been a change to Alert systems which may be of interest to @Phill P if it seems consistent—I dropped onto a Threat 8 non-human signal after my Orthrus apprentice asked about what appears in signals which are not Threat 4. Inside was the usual salvage, a Berserker, eventually a Marauder joining, but no system forces! It was only one occasion of course, and there is always the potential for forces to arrive given more time, but otherwise I imagine that using non-Orthrus signals would be quite helpful if that possibility becomes reality.
 
Every time I drop into any signal and scouts are present, they jump out. Even if I manage to tag them before they do, they take absolutely no notice and just keep running away.
Signals were never particularly useful due to their unpredictableness (hydras would show up in threat 4s while threat 8s would have nothing but a couple of scouts) but now they seem extremely broken.
 
Every time I drop into any signal and scouts are present, they jump out. Even if I manage to tag them before they do, they take absolutely no notice and just keep running away.
Signals were never particularly useful due to their unpredictableness (hydras would show up in threat 4s while threat 8s would have nothing but a couple of scouts) but now they seem extremely broken.
I think it was U15, which changed something about Scout detection behavior. Previously, it seemed like they’d ‘see’ you from relatively any distance, but now, since you drop out a few kilometers from the center of the signal, they remain oblivious and just fly away.

Although that doesn’t account for other weirdness I’ve seen, like recalling a ship to get a Scout off my Scorpion, and it not changing aggro(or barely reacting to the ship’s presence, being slow to react to it, but stubbornly refusing to get off the SRV’s back even though it hardly poses a threat), but when the ship is close to landing… the Scout just flies away and literally ignores me even when I take off, and follow it up and away until it wakes out. (That latter occurrence only happened once)
 
In the context of Alert systems, or specifically HIP 20899 yesterday if you like:
  • Several dozen threat 4 non-human signals were the Orthrus scenario consistently, understanding that it does not always arrive.
  • A single threat 8 non-human signal contained one normally-behaving Scout, another normal Scout arriving via Frame Shift Anomaly after several minutes, and no system forces dropping in.
If consistent, my thought was that the latter could be perfect for a harvest wing!
 
Previously, it seemed like they’d ‘see’ you from relatively any distance, but now, since you drop out a few kilometers from the center of the signal, they remain oblivious and just fly away.
They're not jumping out due to not sensing anything. I can chase them down and shoot them and they still don't deviate.
 
Once they decide to jump, it's no longer possible to get their attention. We saw this at the Wregoe site, too. Folks who flew cold ships were consistently ignored when dropping in on scouts, while those with hot ships got attacked.
 
Victories in Pegasi Sectors VK-L a9-2, EB-W b2-2 and HW-V b2-1, Col 285 Sectors JA-G b11-3, EA-Q c5-2, IG-O c6-18, LV-F b11-0, RW-D b12-2, BA-P c6-16, OS-T d3-105 and YT-F b12-7, Cephei Sector FB-X b1-1, HIPs 17310 and 20485, Hosan and Hyades Sector CV-O b6-5! Well done with the excellent Alert defence and to those at M. Raijin for recapturing Hosan; additionally, M. Thor loses two attacks.

Alerts at 08:40 9th September 3309:
HIP 20899 Alert 28% *28.2%Indra 23 Ly, 876 Ls outpost, 2988 Ls planet
Vogulu Alert 26% *27.1%Hadad 21 Ly, 336 Ls starport, 471 Ls outpost
Balak Alert 14% — Raijin 23 Ly, 9 Ls outpost

Eviction:
HIP 113076 Control 28% *28.1%Raijin 24 Ly, 1381 strength

Clean-up:
HIP 116542 Alert 98% *99.2%Raijin 24 Ly, empty
Col 285 Sector NG-E b12-1 Alert 98% *99.2%Thor 23 Ly, empty
Col 285 Sector WY-F b12-5 Alert 82% — Cocijo 19 Ly, empty
Cephei Sector BV-Y b2 Alert 34% *34.6%Oya 16 Ly, empty
 
Somehow the Titans are reinforcing the systems around them, how exactly we don't know but it clearly involves some kind of energy and that energy follows the laws of physics as we understand them, with the power of the Titan's influence getting weaker with distance, similar to the inverse square law although in this case the curve is inverse cubic with ramps at 5 ly intervals.
Or the Titans put more effort into holding nearby systems as a buffer zone and gave up easily on more distant systems. Not shown game wise until a later patch stopped them continuing to appear when systems were cleared
 
Or the Titans put more effort into holding nearby systems as a buffer zone and gave up easily on more distant systems. Not shown game wise until a later patch stopped them continuing to appear when systems were cleared
Yes that's an alternative, that it's simple reinforcement. Always more guards round the palace.
 
Victories in Col 285 Sectors WY-F b12-5, NG-E b12-1, KW-M c7-16, OR-B b14-4 and XT-Q c5-2, Pegasi Sector KH-V c2-7 and Cephei Sector DQ-Y b1!

Alerts at 07:30 10th September 3309:
Vogulu Alert 60% *61.1%Hadad 21 Ly, 336 Ls starport, 471 Ls outpost, 35k Ls planet
HIP 20899 Alert 58% *58.9%Indra 23 Ly, 876 Ls outpost, 2991 Ls planet
HIP 20056 Alert 24% *24.7%Indra 24 Ly, 2488 Ls outpost, 182 Ls planet
Balak Alert 20% *21.1%Raijin 23 Ly, 9 Ls outpost, 16 Ls planet

Eviction:
HIP 113076 Control 56% *57.2%Raijin 24 Ly, 822 strength

Clean-up:
HIP 116542 Alert 98% *99.2%Raijin 24 Ly, empty
Hyades Sector EB-N b7-0 Alert 76% *77.5%Taranis 14 Ly, empty
HIP 23593 Alert 58% *59.5%Taranis 19 Ly, empty
Pegasi Sector NN-S b4-4 Control 40% *41.6%Raijin 21 Ly, empty, 551 strength
 
I did a test this evening and found that selling Protective Membrane Scrap to rescue ships does not provide any war progress, despite the fact it has an origin tag. I had wondered whether this was the case or not, but it's worth knowing.
 
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