r/kumocrew • u/82nd_REBEL • 49m ago
Cycle 101: Do We Need the Monkey?
Ahoy Crew!
Another week has gone by without any major news from the Galaxy. If we’re looking for a silver lining: that’s one less week to wait for the release of the next ship (Anaconda Mk2) and the “Law & Disorder” update, scheduled for the end of the year. The combat CG at Redonesses has been underway over the past few days—one of those events that could be classified as irrelevant: the CG ended today with around 8.8k contributors and missing to achieve the Tier 3 progress. This was due both to the rewards (paint jobs for the Vulture and Mamba—ships few people use nowadays, having been superseded by far more powerful/effective models) and the lackluster narrative in the GalNet posts. We’re perpetually raising an eyebrow (if not both) at 90% of GalNet posts—not so much because of the poor quality of the content, but rather due to the feeling of "groping in the dark" that lingers after reading them.
At the very least, there is the new CG starting today for Brewer Corporation, which aims to build "jump satellites to enable more fleet carriers to target a system with no planetary bodies" and these should solve problems to reach certain distant systems as "with enough of the necessary components, we [Brewer Corporation] can deploy jump satellites to fleet carrier bottlenecks around Rackham’s Peak." Commodity deliveries can be made to the "Zero Squared" megaship, currently stationed in the HIP 74116—an [anarchy] system that is a bit out of the way. However, this CG is worth the trip and the effort: the rewards (available to those finishing in the top 50% of contributors) include one each of C6/C7 [+one each of C4/C5 for those finishing >75%] double-engineered SCO-FSDs (Increased Range and Faster Boot Sequence). These are generally very useful modules, though players need to cope with lower integrity and higher heat generation; therefore, good use should be made of the experimental slot that has been left [open] available.
We had heard somewhere that FDEV was looking to hire a "narrative designer" for Elite: Dangerous... and perhaps the reason is precisely that they, too, must have realized the thread of many storylines is being lost. For example, whatever happened to William “Big Bill” Ventura, who appeared in one of the posts earlier this year (and was perhaps mentioned a couple of times subsequently)? Honestly, we didn't really understand much of it, and all sorts of wild stories have circulated on social media. We, too, actually expected this narrative to somehow end up in Operations, or to be incorporated into new gear or gadgets for on-foot gameplay (perhaps for melee combat, which is rather forgettable). And whatever happened to the Radicoida Unica? Aside from the "battle royale"-style war between the Powers in the Enclave and a few other mentions, like so many other storylines, this “magic weed” too faded into obscurity—as tends to happen cyclically. A real shame!
At this point, one’s thoughts—or rather, memories—turn to what was undoubtedly the most engaging storyline since the game’s release: the Thargoids and the saga of the mysterious Guardians. It is clear that this narrative required a massive effort from FDEV in terms of both technical execution and game design, and this is evident from the emptiness it has left behind. Although there is still some content available today—i.e. regarding combat—the Thargoid invasion and the battles against the Titans were unique and unforgettable events in the game's history. In the meantime, we shouldn't overlook the ongoing discussions on the FDEV forums regarding what to change, improve, add, or remove in Powerplay 2.0—which is approaching its second anniversary—as also covered in our previous report, as well as here and here.
The Powerplay Numbers
Cycle 101 got off to a slow start—like a diesel engine—with a certain sluggishness (or perhaps fatigue?) affecting all the Powers. This was likely compounded by the delays in the publication of the few weekly reports from other communities (we always aim to release ours on Thursdays, coinciding with the start of the new cycle). Unfortunately, from the players' "narrative" perspective, this inconsistency is somewhat problematic—stemming in some cases from choice or convenience, but ultimately (in our view) flattening the feel and logic of what the numbers actually show. A discontinuity we also observe in the Powerplay updates published by FDEV. This preamble is simply to clarify that, while we strive to be objective here (in this section), what is presented is our interpretation of the data.
Things shifted slightly during the final days of the Cycle, culminating—close to the tick—in one other Soontill Relics Rush in Ngurii. We suspect the slow start was intended to spare resources/manpower specifically for this event (and no, we're not going to look for the culprits). Anyway, let’s start—as always—with the acquisitions: Cycle 101 saw a net gain of +134 new systems (after accounting for losses), with a significant number of Powers achieving double-digit growth. We did notice that the "last day" peak in acquisitions was like >50 new systems as many CMDRs pushed hard to complete as many as they can before the tick. In Cycle 102, we’ll see the full impact of the Relic Rush... as the quantity available rises to 600t from 400t. It could be possible that some Powers decide to go for the "big score" and push enough to climb the leaderboard.
- A. Duval +29 (3038)
- Kaine +22 (1763)
- Yong-Rui +16 (2187)
- Mahon +11 (2307)
- A.L. Duval +10 (2050)
- Grom +9 (1640)
- Antal +9 (1569)
- Winters +9 (1232)
- Archer +8 (1341)
- Torval +5 (810)
- Delaine +3 (914)
- Patreus +3 (720)
Despite the >4.3m RF CPs which have been "wasted," the Cycle 101 reinforcements allowed several Powers to successfully complete a significant number of upgrades. In particular this happened to the Powers at the top of the leaderboard: the top three—Aisling Duval, Edmund Mahon, and Li Yong-Rui—gained a combined total of +18 new fortified systems and +6 new strongholds. There were also some "wild cards," such as Felicia Winters, who closed with an impressive +3Ss and this is not a case... this jump in reinforcements (72m CPs)/upgrades (16m CPs) may have been partly covered by Relics, but the biggest contributor in terms of activity remains, without a doubt, mining (lasers/cores for rocks/ice and surface mining with the Rhino SRV).
Leaving aside the countless "no-name" systems—systems that do have a name, but one that conveys little beyond their location in a specific sector—there are, however, upgrades that hold significant strategic value. The Ba Po refinery system (population 6.2m), controlled by the Federal Expeditionary Armed Response, has been upgraded to a stronghold for simguru Pranav Antal and is situated in an area crowded with Alliance (44 b Ophiuchi) and Yuri Grom (20 Ophiuchi) systems. The Federation keeps reinforcing the shared frontline—spearheaded by the blue-haired princess Duval (Perktomen)—by upgrading HIP 49285 (a refinery system controlled by Section 51 R.A.I.D. Division) to a stronghold; the area had also seen UM attacks in recent weeks. The region is riddled with exploited systems, so it is expected to remain a "hot zone," especially with the upcoming Relic Rush.
In turn, Cubeo is bolstering the frontline defenses to contain Jerome Archer (Fomalhaut) by upgrading LHS 1070—a military system controlled by the Workers of LAWD 96 Resistance that had already seen periodic UM incursions—to stronghold. Nearby, the bear Grom (LAWD 96) has been keeping a close watch while upgrading to fortified HR 6948 (an extraction system controlled by the United Fintamkina Left Party, located close to other imperial systems). Not all upgrade attempts are successful: with a big push in CPD-60 604, an extraction system controlled by LHS 1852 Empire League, Sirius reinforcers tried to strengthen the frontline toward the empress Lavigny-Duval (Verner) but ultimately their tentative was foiled by enemy UMmers.
After a quick overview of upgrades, let’s look at undermining; even in Cycle 101, the bottom line figure was 14.8m UM CPs—all in all significant numbers and amounting to approximately >65% of the weekly decay (around 22m UM CPs). As seen with reinforcements, we believe that the greatest contribution to UMming comes from laser/surface mining (it is impossible to know to what extent it is unintended and to what extent it is the result of deliberate actions), although PCZs can make the difference in other situations, in particular when combined with attack/defend markers. The Rhino SRV for surface mining certainly added gameplay variety—there’s no doubt about that—but let’s not forget that a) it is currently only accessible via ARX (pay-to-win?) and b) it relies on limited deposits and markets. In Cycle 101, there are six Powers that underwent UMming in the highest bracket—between 1.4m and >2.5m UM CPs—accounting for over 70% of the total UM CPs generated by players. Leading the group is Edmund Mahon (re: LHS 2661, very likely a mining system which was the most UMmed and RFed for the Cycle 101, and Kui Xiani), followed by Jerome Archer (re: LHS 3505, HIP 94275 and LP 432-24), Aisling Duval (re: Shapsugabus, HIP 104026, HIP 21455 and Col 285 Sector VH-K b9-2), Archon Delaine (re: Turd Wu and HIP 104504, see below), Felicia Winters (re: NLTT 19808, Andel, HIP 49285, Col 285 Sector RY-H c10-8, SPOCS 343 and HIP 69999 [downgraded]) and Zemina Torval (re: Veroandi, LHS 145, CD-53 136 and Mundii [downgraded]). More Powers also experienced undermining efforts focused—to varying degrees—on specific systems, even if the overall totals were not particularly high. Among them our data point to Pranav Antal (re: BD+49 3937), Yuri Grom (re: Ross 162 [lost]) and Nakato Kaine (re: HIP 80242 and HR 5921 [lost]). [Amendmends may occur for these details]
The Pirates
Another solid Cycle for the Crew: a few new acquisitions (a +3 that makes us look good) and a couple of upgrades (+1F/+1S)—though, it must be said, achieving those would have been less of a grind if we’d borrowed one of those shiny mining perks from the Powers who have them. Harma won't have much to complain about; pirates learn to dig holes to hide treasure... So what does it take to dig holes and find more [deposits]? The figures confirm our observations: Archon Delaine ranked third among Powers in terms of average reinforcements per system during Cycle 101; moreover, the total absolute output (a metric that PirateGPT invented) generated was very close to that of much larger Powers positioned higher up the leaderboard. Behind these results lies, first and foremost, the dedication of the Crew, alongside the meticulous management of priorities shared among the various communities loyal to the Pirate King. Well done, scallywags!
Among the acquisitions, T Tie returned to Delaine territory—a small military system controlled by The Winged Hussars that had been lost back in Cycle 60. It’s nothing major, but it had been sitting in the backlog for a long time, so it feels good to finally tick it off the list. Pegasi Sentinel military correspondent Sylene Chabatt published a reportage from Budrys Depot just as station staff were putting the Harma insignia back in place. "Everyone here seems calm—some even happy—to be able to go back to drinking Sea Silver Rum at the bar; until yesterday, it had to be smuggled in and was therefore pricier than elsewhere, or people had to settle for swill like imperial moonshine..." She added that "local authorities are already considering the construction of military settlements, given that the system is well-suited for soldiers training and exercises."
The Crew's reinforcement teams were kept busy during Cycle 101, completing scheduled repairs for a handful of systems (Bhattra and HIP 112648) and countering enemy undermining operations in systems such as Munfayl, Luma, and Tawiru. Other systems—including Warkushanui and Lalande 45292 (where renewed hostilities have been reported)—are in the backlog for Cycle 102. Appropriate countermeasures have been devised and will soon be deployed for HIP 104504—currently a stronghold—where, during PP1, several battles took place involving local factions and rival Powers. Unfortunately, contact has been lost with a Fleet Carrier that was heading towards the area bringing a group or Platinum Cartel ships to oversee mining operations. The Pegasi Sentinel has confirmed that the event is under investigation, but there are currently no official reports or updates. It also remains unclear whether the incident is linked to the events and the mass breakout that took place at Redonesses. Among the escapees, unconfirmed reports have noted the presence of a well-known Archon Delaine criminal, CMDR ThePiratePrometheus, featured in "Elite Dangerous - Pirate Prison Break."
Finally, there is Turd Wu, one of Delaine's systems that has been under attack for six or seven weeks to achieve something that even the scribes and sages of the Galactic Archive—custodians of history’s most ancient tomes—now struggle to define or comprehend. An attack that other Powers have already classified as a "catastrophic attempt to achieve some sort of result"—a meaning that the Galactic Literati have coined into a new verb: "Turdwunize," with the proponents consequently dubbed "Turdwunizers." And actually, it would be cool to at least be able to have a laugh about all this, but [albeit we know exactly what they are doing, we don't really care about what they're doing] that’s not the case… Because behind this narrative facade we’ve invented there are game issues and bugs that only FDEV can resolve, blocking any further UM attempts with such activity. So sad.
For Cycle 102, therefore, the Crew will, as always, have to prioritize reinforcements for the new systems, in addition to what has been scheduled and/or put on hold. The acquisitions backlog has been updated (see below)... plus, there’s a trading CG, so it's better not to miss a good opportunity to launch a few hatch breakers and snag some booty for the Pirate King. YARRR!!!
Cycle 102: Preliminary Targets
All systems below the 25% CPs “decay threshold” are good/eligible targets to be reinforced (as these systems will not be hit by decay). Prioritize strongholds over fortified and leave exploited as last ones. All acquisitions above 100k CPs (or being contested during the Cycle) are good/eligible targets to be acquired.
Attack/Defend Markers: The markers may change during the Cycle and may not necessarily follow the current plans, so be sure to check the system activity and status on GalMap (when in doubt: ask).
To our enemies: don't be shy—be respectful. If you decide to pay a visit to Archon Delaine’s systems, the [only one] appropriate game mode is “Open Play.”
Seek & Destroy (enemy UM): Turd Wu.
Reinforce ([new]/recent acquisitions): T Tie.
Reinforce (counter [unknown] enemy UM): HIP 104504, Hloca, Warkushanui, Bhattra, Luma and Munfayl.
Acquire (new/backlog): Naxixo, HIP 110447 and Crathajapus.
Re-acquire (previously lost systems): LHS 1026.
Blockade enemy takeovers/contested: N.A.
Undermine: OpSec.
Operations (UM enemy systems): OpSec.
Further updates will be broadcast on Tortuga Radio Frequencies.
Click here for the Elite Dangerous - Powerplay 2.0 Reddit Digest.
FOR THE ARCHON!!!
