Greetings Commanders,
We wanted to take this opportunity to clarify some details about system states within the Thargoid War:
- The UI provides time in weeks: this is how long the system will remain in a given state. If the state isn't pushed back it will progress (Alert to Invasion or Invasion to Controlled).
- If the progress bar is filled at the end of a week, the state will be pushed back and Thargoids will be defeated in that system. If not, the bar is reset for the next week. Players have as long as the time stated in the above to defeat the Thargoids.
With these points in mind, a number of systems are currently liable to remain under attack as progress resets with the weekly tick on Thursday. However there is still time to win them back!
O7
I can tell you right now that this will especially discourage newer and more casual players. The experienced players are already all in wings fighting in the target systems, and they've been playing for years, and aren't likely to stop now. The newbies though, they're going to look at that map, pick a random system with no real rhyme or reason, and go defend it for a few days before looking to see if they've made a difference.
If they get positive feedback, they could become permanent members of the community! But if their work is thrown away every week, they'll become frustrated and quit. This is the exact same problem we've seen with Powerplay, where players try to expand to a random system but because it doesn't work with the bizarre and arbitrary rules of Powerplay, it never works, they fail, give up, and quit.
What you might consider is maybe a global war total, one that counts ALL thargoid kills and war efforts, and universally impacts the effect of the invasion, or more ideally, across each maelstrom mini-bubble. If someone kills a single cyclops, it could count towards that and help everyone, even if it doesn't directly help that system in particular. That way everything MATTERS, even if not done quite optimally.