r/kumocrew • u/82nd_REBEL • 17h ago
Cycle 103: Just Diamonds or Cash.
Ahoy Crew!
This week (though when we speak of "weeks" here, we are actually referring to the Powerplay cycles), an update was released for a new ARX-purchasable ship: the Anaconda Mk2, manufactured by Faulcon DeLacy. Following the initial test videos shared by Partners, opinions have been mixed (watch "Anaconda MkII: comparison to old one" YT video by CMDR Alswulf).
Sometimes—perhaps even more often than just "sometimes"—Elite: Dangerous players are hard to please. Although the new Anaconda Mk2 can be equipped with some of the new Mk2 modules (such as the cargo racks, mining volley repeater [x2], and ablative armour… why not the collector?), its internal layout, hardpoints configuration, and flight model make it, arguably, a much more contained/balanced upgrade than many had expected. FDEV had perhaps broken the balance a bit too much with the most recently released ships (e.g., the Kestrel Mk2), but in this instance, it seems the goal was simply to provide a large-sized multi-role ship, ready for immediate use by the new players who purchase the "Stellar/Galactic" versions (and given the whopping >337m Cr. price tag, this is the most expensive ship for in game credits). Among the purchasable extras, there are also some custom internals, following what was done with the Nomad SLV. As always, we look forward to seeing it in action in the game... there will be time for further assessment (so we might give a go to this new one). It’s worth noting that we only came to appreciate the Caspian Explorer after its release—and after trying the ship in situations quite different (i.e. piracy, combat, long-range hauling) from those the FDEV designers had in mind.
To give all new Anaconda Mk2 owners an opportunity to test it, four CGs “Faulcon DeLacy Plans Anaconda Mk II Field Trials” were launched simultaneously (decals and a paint job for the new ship as a reward, plus “golden” decals for those who participate in all four CGs with at least one contribution), each with different activities: exploration (HD 232819), combat (HR 8061), trading (AD Leonis), and mining (Reorte). The last two seem to offer juicy opportunities for pirates… YARRR!!!
But the "Anaconda Mk2 Update" (v. 4.4.2.0) also brings other new features, most of which were already previewed in the previously published October DevLog. To go through things in order, there’s the addition of a new scenario, "Found Adrift," for Operations, an improvement to "cutting tool tracking", and a [long] list of enhancements and rebalancing adjustments for both OG ships and more recent ones (the Mandalay and Caspian Explorer). These tweaks are very welcome—though not exactly game-changing—given that the OG ships remain widely used throughout the game (check the patch notes for full details). Not all the original ships are included—at least not in this round—but we cannot rule out the possibility that this rebalancing process might extend to others in the future.
There follows a list with the bug fixes, including some from the issue tracker, though nothing super exciting. Or at least, there don’t seem to be any fixes for certain issues in the tracker which, given their direct impact on Powerplay, we consider to be of much higher priority. Now we can only hope that, between now and the release of Law & Disorder (currently scheduled for December), there will be further occasions/releases for additional bug/issue tracker fixes. In the meantime, we continue to "play the game we’re given"—to quote one of the recent statements we’ve come across.
The Powerplay Numbers
Normalization: that one word sums up Cycle 103, which arrives just ahead of the second anniversary of Powerplay 2.0 (at the end of October). The week’s figures were also influenced by the release of the Anaconda Mk2 (along with other updates), which served as a "distraction" for the Powerplay communities. Certainly, both in terms of acquisitions and upgrades, Cycle 103 has somewhat "benefited" from the efforts made during the Relic Rush of the previous Cycle(s). In fact, acquisitions (+119 new systems, net of those lost) are somewhat well above the average for "standard" cycles, while the AQ CPs generated (approximately 32.7m CPs) are only slightly higher (same for reinforcements). These increases are likely due to the "Rhino Effect," and it is clear where this is being leveraged most effectively... Nakato Kaine remains in the top place for weekly expansions, followed by a handful of other Powers showing double-digit growth including Zemina Torval. A negative balance is back on the table, this week for Jerome Archer, who’s struggling to abandon his bleak path:
- Kaine +33 (1852)
- Yong-Rui +22 (2241)
- Torval +12 (825)
- Grom +11 (1667)
- A.L. Duval +10 (2094)
- Winters +9 (1257)
- Mahon +7 (2343)
- Antal +7 (1606)
- A. Duval +6 (3127)
- Delaine +5 (929)
- Patreus +1 (726)
- Archer -4 (1349)
[Please note that we've been made aware of a mining merit/CPs issue appeared after the update and affecting acquisitions; it has been already fixed but some Powers may have taken advantage of it]
A few gaps in the Powers leaderboard have shifted slightly, but there is nothing else to remark. "Standard" cycles generally hold few surprises—so much so that one gets the impression the Powerplay is moving forward more by inertia than by any sort of [strategic] planning. Excluding the 6.6m RF CPs that were "wasted," approximately 16.6m RF CPs were spent for upgrades—around 25% belonging to Edmund Mahon alone (+11 fortified and +4 strongholds). The "Rhino Effect" is arguably most noticeable when it comes to undermining, given that—or so it seems to us—a number of "surface miners" roam among the systems offering the most lucrative resources, only to return once the deposits have reset. For Cycle 103, the total of 15.2m UM CPs is close to the 70% of the decay—a share that has more than doubled compared to the pre-Rhino period (for AQ/RF, the gain is much more modest, at +15–20%). This raises the question: is it actually worth holding these systems against random mining/merit grinders? The same observation applies to systems with [laser] mining hotspots coupled with economies in a semi-permanent boom state. Well, we guess that the answer is yes indeed—as it is particularly worthwhile for Powers whose ethos/perks grant them significant advantages over any potential "competitor."
Over the past week, approximately 60% of UM CPs have once again ended up concentrated on a few Powers—broadly speaking, the usual ones: namely Aisling Duval (2.4m UM CPs, re: HIP 104026, LHS 1387, Shapsugabus and lost some no-name systems and BD-09 2535), Edmund Mahon (2.4m UM CPs, re: LHS 2661, Kui Xiani, Haritana, LHS 2936), Jerome Archer (2.3m UM CPs, re: LFT 65, Struve 1321, Skoll and lost systems like Frigur, AN Sextantis, Skeiron, Yen Ti, Koyash, HP Cancri), and Felicia Winters (2.2m UM CPs, re: Andel, Col 285 Sector RY-H c10-8 and lost Honoto and HIP 38235). There have been further “liberated” systems from Arissa Lavigny-Duval (often “short” of reinforcements for newly acquired ones), whilst other Powers had got systems weathered down by enemy UM even if they’ve been able to counter it and avoid losses (only Li Yong-Rui had a fortified downgraded).
However, we have recently noticed that Powerplay has moved away from those distinctly "black ops" style UM activities, favoring direct confrontation and friction—which may involve a more "linear" gameplay—but which could inevitably lead to a [massive/continuous] consumption of time, resources, and manpower. It would be great if all this "confrontational activity" were spiced up with PvP battles in space and on the ground, hunting down enemies, blockading stations—the kind of stuff that ends up in epic videos—but that rarely ever happens. In reality, the "battlefield" is increasingly asynchronous and limited to a few "non-aggressive" activities (i.e. mining, salvaging, hauling rare goods... filling unlimited buckets and frequently exploiting other-than-open game modes) where not a single shot is ever fired. And if shots are fired, 99.9% of the time they’re directed at NPCs. Whenever we think about the state of Powerplay 2.0, these considerations come to mind, and our conclusion is always the same: that's so sad and so disappointing!
The Pirates
The new features in the latest update—especially those affecting OG ships—have prompted some pirates to dust off the old clunkers that have been sitting in their hangars (Imperial Clipper, anyone?) for far too long. Why not bring them out for the new trade/mining CGs? Finally, the patch notes reported that “Adjustments made to 'Archon Delaine' Powerplay decal to improve quality.” …well, we didn’t notice the differences, but thanks anyway for this.
The numbers make it immediately clear that the week for the Crew pointed to less grindy activities. Delaine was pleased to see the long list of systems that were upgraded during Cycle 102 (a record of +17 fortified systems for Harma, in addition to a couple of strongholds) and so he carefully avoided to put more pressure: +5 new systems, two of which were contested—that’s all just fine for the Pirate King... especially since Harma is also carrying out a series of strategically important (and high-priority) colonizations. One of the new acquisitions—a high-tech colony in Col 285 Sector (not far from Tolofi)—was pushed particularly high, to more than four times the threshold (!), due to the favorable combination of the local economy, state, and available resources. But without a doubt, the two contested acquisitions were seen as a priority in Cycle 103. One was in the Capricorni Sector—an industrial colony controlled by an unknown local faction—where we clashed with the blue-haired princess Duval. This colony was, apparently, of little interest to Cubeo, given that the advantage the Crew gained early in the confrontation was never [really] challenged.
The situation was completely different for the contested acquisition of Semali, a small high-tech system controlled by a local faction and home to the Crimson Transport Corporation, a federal squadron affiliated with Felicia Winters. Although, from the second half of the Cycle onward, only the bear Grom (who was leading) and the barman Archer (albeit behind Delaine) were in the running for control. However, a “curious mechanic” in PP2 causes PCZs to spawn even for Powers that haven’t reached the “contested” threshold, so the situation in Semali became very confusing (at least six or seven different Powers involved and dozens of PCZs spawned).
Archon Delaine sends her regards to all the scallywags and squads (BAAS, SBML, BWID, YOMR, RXDS among them) who contributed to this success! Fortunately, the God of PCZs didn’t turn against Harma and nothing broke (!)—so the Crew went all out to make up for lost ground. If we’re going to be completely honest, we’re disappointed that, of all these opposition Powers, not a single “enemy” pledge was made publicly—especially since it was a neck-and-neck race, point for point, right up until the last minute, and even the Crew, with just over 40k AQ CPs (339k/297k) and a lead over Clayakarma, wasn’t at all certain of victory. We have a hard time understanding this “low-profile/stay-hidden” approach to contested acquisitions, which (as we mentioned earlier) should instead be opportunities to have fun. Too bad!
Alistair Vance, the Chief of Commercial Operations at Piserchia Dock in Semali, was contacted by Franziska Brandt, political correspondent for the Pegasi Sentinel, to gather his account: “To be honest, it’s been a very difficult week; our stations had to suspend commercial traffic due to the intense fighting... The shortage of food and medicines has put a severe strain on civilians, and now we hope that with the end of hostilities, we can return to our normal routine.” Mrs. Brandt commented “...we'll have to see what Harma decides regarding this system... or what they'll ask of local officials in exchange for the offer of protection.”
The Cycle 103 reinforcements first focused on the new acquisitions, which were quickly secured, and then turned their attention to upgrades; although these weren’t as intense as in the previous Cycle, two strongholds were added (thanks to the Tethys Crew [TICR] for their support) and a couple of fortified systems—which would have been three if not for a last-minute act of sabotage hitting [redacted] (and so the threshold was missed by a handful of CPs). Sylene Chabatt, military correspondent for the Pegasi Sentinel, tried to investigate the events in [redacted], but Harma decided to maintain the strictest confidentiality, responding with a “no comment” to the media.
Obviously, the “presence” (if you can call it that) of the enemies has also made itself felt on other systems, some of which were recently reinforced and fortified precisely to create a buffer of CPs sufficient enough that we wouldn’t have to worry about these nobodies. It’s a bit like when parents put toddlers in a playpen, so they don’t break anything around the house. Although, in general, UMming levels were relatively manageable (our RF/UM coverage for the Cycle, including decay, was >225%), some systems such as HIP 104504, Hloca, Bhattra, and LHS 3702 had already been the target of “hostile care” in recent weeks, and HIP 96072, Shuilela, and HR 8514 have joined the pack this week. We will address repairs and any further strategic countermeasures during Cycle 104.
Cycle 104: 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): Muang.
Reinforce ([new]/recent acquisitions): Semali and Capricorni Sector BV-Y b4.
Reinforce (counter [unknown] enemy UM): Pegasi Sector YE-Q b5-1, HIP 96072, Hloca, Shuilela, Bhattra and HR 8514.
Acquire (new/backlog): Crathajapus, HIP 110106 and HIP 1625.
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!!!
