Thargoid invasion - Next target systems?

It is my understanding that bonds are proportional to thermal core damage dealt and will thus appear lower due to a higher damage resistance rating.

Or I read it somewhere (if not both - I have to have it from somewhere), but can’t seem to find the post right now. Could it perhaps also be that the base payout increases as a Titan loses hearts?
 
There is little doubt that combat bonds are proportional to thermal core damage within the context of one Titan, and that higher resistance results in lower combat bonds due to lower damage, but the question was whether the combat bonds are proportional to the Titan damage!

To suppose some numbers for sake of example, imagine Titans X and Y have different resistances such that dealing 25% thermal core damage gives 1 million credits at X and gives 2 million credits at Y. My question is whether attacking X with 25% twice, indicated by gaining 2 million credits total, will have the same effect on the Titan rings as with attacking Y with 25% once, also 2 million credits total.

If that is the case, I then combine that premise with the credits per point comparison between T. Leigong and T. Taranis and conclude that T. Leigong lives for around six regular days under equivalent siege, perhaps five with peak days involved. If!

If not, I can understand T. Leigong taking a bit longer than a week, but there is still an absolutely massive discrepancy here! We may not know the actual function which relates credits to Titan damage, but reasonably I have much trouble believing that attacks which yield 1.8 million credits are so disproportionately worse for Titan damage than attacks which yield 2.8 million credits. The actual progress is being cited to support that latter case, but for me that measures low participation more so than it improves plausibility!
 
Well, regardless of the cause, progress is lower than desirable - flew a couple of instances myself, half coordinated one, people Are out there, but issues with the core continue.

Given Taranis' systems still exist but have not spawned New alerts, will try and work on the samples for 9709* per earlier... More systems down, less to deal with later, or such is the hope.
 
Arietis Sector NX-U c2-20 (Leigong) looks to be strength 9500 (100 scouts moved WarProgress 0.001061 -> 0.011588) - I'll make a start on it since Ian says it would be good to take it down
 
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Have been interesting, new ship, new built, very similar, but with enhanced ax missile rack. 10 millions the session on Leigong. 1 round of 1 million, 1 surprising round of 1.200.00. The rest, below 700.000.
There is times where you need to reload, or start attacking later... but 5 vents torpedoed, and very different results.
Hope to find why and how 1.200.000 constantly.
 
A model where resistance was proportional to Control systems cubed would fit reasonably well for both Taranis' 6->7 transition and Leigong's 14->10 transition (assuming that participation didn't have a big jump either side of Thursday at each individual Titan) and would suggest Leigong's participation is about 20% of what Taranis had been getting at peak, which doesn't seem an unreasonable number in the circumstances and would align it (roughly) to the bonds measurements.

So under that model, if another all-out attack could be marshalled, about a week for Leigong would fit reasonably well. (Or equally, a reduction to 7 controls at the current attack strength would need to be sustained for a couple of weeks)
 
Leigong needs a Galnet. Would probably help as well if the in-game Titan display could be convinced to show ppl the progress more, I seem to be getting the abbreviated version more recently. Probably will speed up once ppl see the first heart is down, but that is probably days away.

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I was poked a few times by a few different people about taranis so, small R&D detour - gathering 100 for Swahku to see if titan down has or has not impacted that side. Will be using current cold build to avoid the excess scout kill, with any luck.
 
Leigong needs a Galnet. Would probably help as well if the in-game Titan display could be convinced to show ppl the progress more, I seem to be getting the abbreviated version more recently. Probably will speed up once ppl see the first heart is down, but that is probably days away.

View attachment 385966
Is it just slow? When I start the game, the rings aren't showing (except for Taranis), but they seem to appear later.
 
Is it just slow? When I start the game, the rings aren't showing (except for Taranis), but they seem to appear later.
I doubt many will sit around waiting for it to display. If we want ppl to turn up they need to be able to see where to go, and at the moment that seems worse than last week (to me). Just maybe a reason ppl aren't participating.
 
Damage display has reappeared. I’m putting it down to server wonkiness, but it doesn’t really look much more than, if at, 25% for now.

The weekend may provide a better picture with which to do estimates.
 

Week 67, 7th March 3310​

Report
Seven Alerts repelled at Col 285 Sector LB-O c6-1, Cephei Sectors CQ-Y b5, DQ-Y b6 and EB-X b1-1, Gliese 9843, Jaoi and Poqomathi.
Eight Invasions defended at H Puppis, HIP 2422, Muncheim, Luggerates, Cephei Sector YZ-Y b4, Nu Guang, Khondo Po and Gliese 9035.
Sixteen Control evictions at HIPs 10118, 9709 and 9180, Arietis Sectors XJ-R b4-3, YE-R b4-0, NX-U c2-20 and BQ-P b5-0, Cephei Sectors AF-A c22, AV-Y b4, FB-X b1-0, EB-X b1-4, DQ-Y b2, AF-A c21 and AV-Y b6, Col 285 Sector HD-G b12-1 and Hyades Sector QI-S b4-2.
The defended Invasion systems will start Recovery.

Targets updated at 06:40 14th March 3310
Chibis Invasion 86% *87.2%Cocijo 25 Ly, 1 port, 880 Ls outpost attack, 596 Ls 0.1g planet damage
78 Theta-2 Tauri Control 82% — Indra 25 Ly, 114 strength
HIP 117177 Invasion 70% *70.6%Raijin 25 Ly, 2 ports, 353 Ls planet attack, 213 Ls outpost damage
Kagutsuchi Invasion 70% — Indra 22 Ly, 5 ports, 55 Ls outpost + 42 Ls 0.17g planet attack
55 Tauri Control 52% *52.5%Indra 23 Ly, 525 strength
HIP 20056 Alert 52% — Indra 24 Ly, 2488 Ls outpost, 182 Ls planet
Muruidooges Invasion 48% *48.5%Hadad 18 Ly, 1 port, 1018 Ls starport attack, 7225 Ls outpost damage
HIP 20146 Control 48% — Indra 23 Ly, 500 strength
HIP 22422 Control 48% — Indra 23 Ly, 500 strength
Ahol Invasion 44% — Hadad 21 Ly, 4 ports, 395 Ls 0.3g planet attack
HIP 6913 Invasion 38% *39.9%Oya 20 Ly, 3 ports, 2255 Ls 0.14g planet attack, 3682 Ls 0.12g planet damage
HIP 20485 Invasion 38% *38.1%Indra 21 Ly, 7 ports, 678 Ls outpost + 27 Ls 0.3g planet attack
Hyades Sector ST-Q b5-2 Alert 34% — Indra 24 Ly
Hyades Sector ST-Q b5-3 Alert 32% — Indra 24 Ly
Pegasi Sector HW-V b2-6 Alert 30% *30.9%Raijin 27 Ly
HIP 20948 Alert 30% — Indra 24 Ly, 56k Ls planet
Hyades Sector AR-J a10-0 Alert 30% — Indra 24 Ly
HIP 18857 Invasion 28% — Thor 25 Ly, 5 ports, 15k Ls 0.8g planet + 16k Ls outpost attack
Arietis Sector FL-X b1-0 Alert 28% — Indra 23 Ly
Obamumbo Invasion 26% — Indra 19 Ly, 5 ports, 17 Ls outpost + 10 Ls planet attack
Bumbo Invasion 22% — Oya 22 Ly, 1 port, 378 Ls outpost attack, 504 Ls outpost damage
Arietis Sector JR-V b2-3 Control 20% *20.4%Indra 23 Ly, 858 strength
HIP 30158 Invasion 20% *20.3%Hadad 21 Ly, 4 ports, 6284 Ls 0.4g planet + 6333 Ls 0.5g planet attack, 508 Ls outpost + 6067 Ls outpost damage
Arietis Sector OS-R a5-0 Control 18% *19.8%Indra 23 Ly, 806 strength
Arietis Sector TY-P a6-1 Control 18% — Indra 23 Ly, 835 strength
Col 285 Sector UD-G b12-2 Invasion 16% *16.4%Cocijo 26 Ly, 3 ports, 2187 Ls 0.14g planet attack
HIP 22496 Invasion 14% *15.1%Indra 22 Ly, 2 ports, 2174 Ls planet attack, 3632 Ls planet damage
Wanmi Alert 14% — Raijin 26 Ly, 951 Ls outpost, 957 Ls planet
HIP 20890 Invasion 12% *12.1%Indra 22 Ly, 3 ports, 2983 Ls 0.13g planet attack
HIP 113076 Invasion 10% *10.2%Raijin 24 Ly, 1 port, 2446 Ls outpost attack
Desurinbin Invasion 10% — Cocijo 25 Ly, 5 ports, 455k Ls 0.18g planet + 457k Ls 0.5g planet damage, pending attack report
Fotlandjera Invasion 10% — Hadad 20 Ly, 2 ports, 1269 Ls planet attack
Col 285 Sector OS-T d3-115 Alert 10% — Cocijo 26 Ly
Kamato Alert 10% — Raijin 27 Ly, 3789 Ls planet
Pegasi Sector GW-V b2-3 Alert 10% — Raijin 26 Ly
Pegasi Sector LY-O a7-3 Alert 10% — Raijin 26 Ly
Pegasi Sector MY-O a7-3 Alert 10% — Raijin 27 Ly
HIP 20899 Invasion 8% *9.8%Indra 23 Ly, 3 ports, 2988 Ls 0.2g planet attack
HIP 21261 Control 8% *8.4%Indra 20 Ly, 4102 strength
Kuruma Invasion 8% — Raijin 26 Ly, 1 port, pending attack report
Njana Alert 8% — Cocijo 26 Ly
Iduni Control 8% — Raijin 22 Ly, 3103 strength
Hyades Sector FB-N b7-2 Control 8% — Taranis 16 Ly, 3240 strength
Pegasi Sector UF-L a9-0 Alert 8% — Raijin 26 Ly
Arietis Sector XJ-R b4-0 Control 6% *7.3%Leigong 14 Ly, 4944 strength
Scythia Control 6% *6.6%Indra 20 Ly, 4193 strength
Col 285 Sector AF-E b13-5 Alert 6% — Cocijo 26 Ly, 283 Ls planet
Col 285 Sector CA-E b13-1 Alert 6% — Cocijo 26 Ly
97 i Tauri Control 6% — Indra 21 Ly, 3690 strength
Arietis Sector NH-V b2-0 Control 6% — Indra 22 Ly, 1188 strength
Pegasi Sector BQ-Y d71 Control 6% — Raijin 26 Ly, 1444 strength
Pegasi Sector RE-N a8-4 Control 6% — Raijin 25 Ly
70 Tauri Control 4% *5.9%Indra 21 Ly, 3795 strength
58 Tauri Alert 4% *4.6%Indra 22 Ly
Col 285 Sector OS-T d3-102 Alert 4% *4.3%Cocijo 26 Ly
Yan Zangata Control 4% *4.3%Hadad 22 Ly, 3020 strength
HIP 8525 Control 4% *4.2%Oya 18 Ly, 8765 strength
Col 285 Sector WT-Q c5-22 Alert 4% — Cocijo 27 Ly
Col 285 Sector KV-F b11-0 Alert 4% — Thor 23 Ly
Col 285 Sector OR-B b14-0 Alert 4% — Hadad 27 Ly
HIP 22524 Control 4% — Indra 20 Ly, 4392 strength
HIP 25654 Matrix 2% *3.5%Taranis 10 Ly
Arietis Sector ZE-R b4-3 Control 2% *2.7%Leigong 10 Ly, 17.7k strength
HIP 9016 Control 2% *2.5%Leigong 10 Ly, 27k strength
Col 285 Sector YT-F b12-0 Control 2% *2.4%Cocijo 26 Ly
HIP 20491 Invasion 2% *2.2%Indra 23 Ly, 4 ports, 3197 Ls 0.2g planet attack
Varlawoth Invasion 2% *2.2%Thor 29 Ly, 0 ports, 61 Ls outpost damage
Arietis Sector MM-V b2-1 Control 2% *2.1%Indra 17 Ly, 2975 strength
Bormuninus Alert 2% — Raijin 24 Ly, 45 Ls outpost, 45 Ls planet
HIP 7338 Control 2% — Oya 19 Ly, 6982 strength
HIP 18075 Control 2% — Thor 21 Ly, 3688 strength
Vucumatha Control 2% — Cocijo 23 Ly, 2662 strength
Col 285 Sector BA-P c6-4 Control 2% — Cocijo 25 Ly
Col 285 Sector EA-Q c5-11 Alert 2% — Thor 30 Ly
Col 285 Sector OR-B b14-1 Alert 2% — Hadad 27 Ly
Col 285 Sector PM-B b14-1 Control 2% — Hadad 19 Ly, 2253 strength
Col 285 Sector QX-H b11-2 Control 2% — Cocijo 26 Ly
Col 285 Sector VY-Q c5-19 Control 2% — Cocijo 26 Ly
Hyades Sector ON-S b4-6 Alert 2% — Indra 23 Ly
Khwal Control 2% — Cocijo 22 Ly, 3613 strength

Notes
T. Leigong is damaged lightly.
The Alert report lists predicted attackers.

Week 66, 29th February 3310​

Report
Five Alerts repelled at HIP 10168, Yemaki and Arietis Sectors FG-Y d38, XJ-R b4-2 and WJ-R b4-1.
Six Invasions defended at Vogulu, Patollu, HIPs 25679 and 9764, Theemim and Minawara.
Eight Control evictions at Arietis Sectors KM-W d1-93, XJ-R b4-1, NX-U c2-19, BQ-P b5-2 and KM-W d1-94, Cephei Sectors ZE-A c12 and AV-Y b0, and HIP 9643.
In addition to the defended Invasions, one recaptured system starting Recovery is Arietis Sector KM-W d1-94.
Titan Taranis has overheated and exploded.
 
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I'm experiencing overall wonkiness with UI after update 18--Titan "onions" not showing up; navigation target below horizon not going from dashed brown to solid yellow when becoming unobstructed; the shield rings of my Phantom not disappearing after removing the shield from ship and I jumped to the wrong bloody star system because UI decided to change my target after undocking from an engineer base and jumping to supercruise🤪

Looks like Leigong progress is unexpectedly slow--just as well; finished engineering some modules and am too tired to go bombing today...
 
Swahku shenanigan test results;
Before -
"timestamp":"2024-03-07T19:07:12Z", "event":"FSDJump", "Taxi":false, "Multicrew":false, "StarSystem":"Swahku", [...] "WarProgress":0.000338,
After 100 samples and 0 kills/etc (by me anyway) -
"timestamp":"2024-03-07T20:16:58Z", "event":"FSDJump", "Taxi":false, "Multicrew":false, "StarSystem":"Swahku", [...] "WarProgress":0.001024,
...Minor excess but, not looking like a dramatic difficulty shift if my amateur hour napkin math checks out, the... .000033* difference could just show someone took a hyperdiction personally during the relevant hour.
 
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Thank you! That valuable test provides two things:
  • Shown that the M. Taranis systems are just as strong as before.
  • Supported the notion that the inhabited Control strength is unchanged since December.
I was about to say that I presume we will have to leave those systems present, although now I am quite a lot interested in how your 100 samples represented two-thirds of the system progress. That means either:
  • Another Commander tested it first with 50 samples, or–
  • It has stopped losing progress weekly.
No cause for immediate investigation of course, although I must remember to examine Swahku promptly next Thursday!
 
I'm experiencing overall wonkiness with UI after update 18--Titan "onions" not showing up; navigation target below horizon not going from dashed brown to solid yellow when becoming unobstructed; the shield rings of my Phantom not disappearing after removing the shield from ship and I jumped to the wrong bloody star system because UI decided to change my target after undocking from an engineer base and jumping to supercruise🤪

Looks like Leigong progress is unexpectedly slow--just as well; finished engineering some modules and am too tired to go bombing today...
Tried 3 runs today, once this afternoon (solo) all was well. The 2 runs tonight tho unfortunately the heat vents are non targetable: stuck in the open position. (In open). It would appear the patch might not have fixed all the issues alas. Hey ho, will attempt again at the weekend, loooooooong day at work tomorrow.
 
Tried 3 runs today, once this afternoon (solo) all was well. The 2 runs tonight tho unfortunately the heat vents are non targetable: stuck in the open position. (In open). It would appear the patch might not have fixed all the issues alas. Hey ho, will attempt again at the weekend, loooooooong day at work tomorrow.
Pity. There was an earlier comment about just logging out to reset an instance. That's unfortunately an over-simplification as it only takes 1 person to remain for an instance to stay bugged and with several people arriving and departing after a few minutes it's all too easy to permabug. Plus departing and returning, or exiting the game and returning, requires another trip through the caustic cloud taking time and caustic sinks. After a couple of attempts you're waving goodbye to anyone with time restrictions, and only the most determined CMDRs will go back for more attempts without repairs or re-sinks.

Having done a few years in a game QA team I sympathise with FDev if this and other issues are intermittent or player number dependent (i.e. might be challenging to replicate in a controlled environment)
 
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