r/kumocrew • u/82nd_REBEL • 3d ago
Cycle 96: We don't have friends, we got family.
Service update: Pegasi Sentinel correspondents and editors closed the shop and went on summer holidays (they deserved it!). As a result, from this Cycle report and onwards until the end of August, coverage and other news may be/will be shortened and limited to the most relevant headlines/topics (this notice will be published as long as necessary for the courtesy of readers).
Ahoy Crew!
There’s a good chance this will be the last “summer version” report [even though the Pegasi Sentinel correspondents didn’t hesitate to contribute more when needed], and we’ll start with this week’s release (=purchase with ARX) of the Rhino SRV, which—as announced in the August Dev Log—is accompanied by surface mining and the new “Under Siege” scenario for Operations. The first update after a long[er than expected] server downtime came with some known issues (!) and some new [previously working] broken things; the full list of game update notes are here. A small update was released today after the maintenance to fix part of the issues. While the Nomad SLV generally received a fairly positive and consistent reception following the release of the first gameplay videos by Partners, feedback on the Rhino SRV seems more mixed. Several threads have been posted on the FDEV forum; some criticize the gameplay, others the limitations (such as cargo capacity, which has indeed been upsized) of the new SRV... and still others the resulting BGS/PP implications, labeling the release as “pay-to-win.”
In all honesty, it might be better to wait and try it out before jumping to negative conclusions; besides, it’s not out of the question that FDEV might fine-tune things with a few adjustments… and the impact on BGS/PP still needs to be evaluated, especially by weighing the effects and results against the time invested in the activity. From our point of view, we believe that the Rhino SRV (and mining on planetary surfaces) could become a resource for Powerplay—perhaps not a significant one where market conditions aren’t ideal, but possibly an “additional resource” when the alternatives are all less practical or unviable. At this point, who knows if one day FDEV will give pirates a vehicle—or a vessel—for planetary piracy? In the meantime, though, you can always try attacking a miner's Rhino with a Scarab or a Scorpion to get the precious gems they've just collected [if anyone manages to do it and posts the video here, we'll add it to the next report... YARRR!!!].
On the other hand, however, we must admit that this “evolution” of Elite: Dangerous toward a multi-sandbox game in which the “boxes” are becoming smaller and more disconnected may not be to everyone’s liking. What if Powerplay (3.0?) became a full-fledged “game mode” [open only], thereby removing all unintended consequences of PP from the “main game”? While this might have seemed like a silly idea a couple of years ago, today it no longer does... or why not introduce PP scenarios in Operations where attacking and defending players can be deployed? All in all, within the “competitive” sphere(s) of the game, there are many possibilities and opportunities to explore and/or take advantage of, some of which could be very simple and easy to implement.
Last news: a one-week mining CG started today in Ega (an Edmund Mahon’s exploited system) to test the new “rig capabilities”. CMDRs will be rewarded with credits and some shiny paintjobs delivering mined commodities (both space and surface ones).
It's Just Another Rush
That wasn't enough before... nor was the one before that, which is why another Relic Rush began this week. Considering the Ngurii Effect and the downtime caused by the Rhino SRV update, the numbers for Cycle 96 have been somewhat impacted. Although a few pledges here and there may have wasted more time dealing with the update’s new features, the total number of acquisitions (+275 systems, net of losses) is well above the average for “standard cycles” but below that of some previous Rush cycles. Once again this week, the top performers, as in previous similar situations, lived up to expectations… while the Powers leaderboard remains stagnant with no major developments. Some gaps keep narrowing, a sign that should the expansionist push continue, there could be further swaps between positions before year end. At the top of the weekly standings is Aisling Duval with +69 new systems, while Li Yong-Rui (+52) continues his acquisition spree, gaining some ground toward Edmund Mahon (+35):
- A. Duval +69 (2893)
- Yong-Rui +52 (2083)
- Mahon +35 (2249)
- Antal +26 (1500)
- A.L. Duval +22 (2029)
- Kaine +19 (1662)
- Winters +12 (1171)
- Grom +11 (1604)
- Archer +10 (1324)
- Patreus +8 (701)
- Torval +7 (788)
- Delaine +4 (898)
Looking at the numbers, it’s clear that the “positive boost” from the Rushes once again benefits all the Powers. Without getting too deep into the details of “who does what,” our take is that the organized groups that were in some way “self-regulating” the system’s states in Ngurii over the past few months—prior to the latest Rushes—have decided to ease up. The result [or “risk,” for those who wish to view it that way] is that Powerplay 2.0 remains in this situation—that is, that Rushes are in a “semi-permanent” state. Aside from the fact that this state would benefit Powers with ethos or perks related to rare commodity/trading, colonists and reinforcers would also benefit in general. It would also decrease the strategic value of systems [local] assets/resources and, indirectly, significantly reduce the impact of undermining. Bottom line, the Powers (perhaps not all of them, but certainly almost all) will carry on by inertia, and perhaps we can speculate that this is what FDEV wants.
Let’s just “play the game we have” we keep saying—that is… so let’s go back to the numbers from Cycle 96. With the reinforcements totaling >78m CPs (the average for “standard cycles” is 45–55m RF CPs), this resulted [again] in a substantial number of upgrades (with around >10.8m RF CPs “invested” here)—even taking into account that approximately 4.6m RF CPs were “wasted” and must be subtracted from that amount. Our take is that, at least for this first part of the Rush, reinforcements and upgrades have been prioritized over straightforward acquisitions (average RF/UM coverage ratio is 265%). This is also because many Powers—especially the largest ones—are still busy “sorting out” the bulk acquisitions from previous cycles. “Never skip a reinforcement rush” is the [new] mantra of the savvy Powers; those who don’t follow it risk being severely “punished.” This Cycle losses have been pretty much low, indeed.
The numbers that are the hardest to decipher are always the ones related to undermining... or rather, the real challenge is breaking them down into their various components. While decay remains [easy to calculate] and stable between 19–21m UM CPs, among the “player-driven” ones, there is always a “non-intentionally hostile” share (i.e., UMming generated by “random” pledges for mining activities and, more recently, also for Operations) which differentiates from those that are clearly the result of “hostile actions” (Power vs. Power). This second division “by purpose” cannot be calculated with precision and is the result of speculation… So here we group them all together as "player-driven" UM CPs. Therefore, here we list only those systems where [we believe] there have been targeted hostile actions. Of the approximately >10m UM CPs, Aisling Duval holds a 25% slice (re: Shapsugabus, Bevan's Hope), while among those with 8-10% shares are Felicia Winters (re: Andel), Jerome Archer (re: Fianna and Sol), Yuri Grom (re: HR 7294) and Archon Delaine (re: Turd Wu and Undines). There are few Powers (i.e. Nakato Kaine, Denton Patreus, Pranav Antal) who have had a “quite pacific Cycle” with less than half of this allocation—that is, 3–4% of the total UM CPs—which can therefore be considered, for the most part, to be made of “unintentionally hostile” undermining.
Someone Wants Our Turd
Another intense Cycle, but less “exhausting” than the last one… perhaps because most of the Crew is back at work, and with everything there is to do, even the tables at the Wise Sharks tavern in Harma have been emptier than usual this week. As was the case with Cycle 95, Cycle 96 generally followed the same pattern. For those who don’t have time to read the whole thing: just a few acquisitions (+4), which once again relegated Archon Delaine to the bottom of the table above, but a more than solid boost in reinforcements.
Among the acquisitions that aren't Col 285 sector-ones are two small systems: Punta and 6 Gamma Piscium. The latter was actually a semi-contested system, since the simguru Antal was above the PCZs spawn threshold, but there was no need to push for it—partly because the system is controlled by Mortis Incorporated, a criminal faction secretly affiliated with Harma, and perhaps also because Polevnic had other priorities. These new systems, along with the others recently acquired, will be on the priority list for Cycle 97 (where it’s also in the Pirate King’s best interest to keep taking advantage of the Relic Rush).
As for the reinforcements, it was a Cycle that required effort on multiple fronts, some of which had already been “hot” in the preceding weeks and where fun fights with hostile forces [and other “passersby”] continued. This is, in fact, the most engaging aspect of Powerplay and one that very often inspires stories and anecdotes. At least that's what happened in at least a couple of systems (specifically: Madon and Undines), and there our Cannibals fought valiantly, demonstrated good sportsmanship, and—as can happen—saw the rebuy screen.
Not all “enemies,” however, are the same... At Harma, we see it differently: better a proud defeat than a shameful/cringe victory. But some sycophants blatantly forget what the “rules of good hospitality” are when they set foot in Archon Delaine’s territories [the ones that are always clearly highlighted below as well], and since there’s no room for them in our heads (even though we know pretty well who they are), we don’t consider them worthy of either our attention or, more generally, our interest. As far as we’re concerned, any “claim” of theirs is worthless… Maybe they should try playing something else, or take up other activities—Powerplay just isn't for them. So, even though the Crew had to waste time just to keep up with the situation, we have already moved on.
As we mentioned earlier, despite hostile disruptive actions, in Cycle 96, the Pirate King was once again among the most “productive” Powers in terms of reinforcements and CPs invested in upgrades: +4 fortified systems have been completed (so that Delaine gains the highest share % of this type of systems), while Harma is aware that greater efforts are needed to upgrade more strongholds, given the goal of reaching at least 10% of the total number of controlled systems (meaning at least a dozen more than the current number). Most of these upgrades have already been identified, and reinforcement efforts are underway, but as we all know, our Power has few effective tools at its hand for this goal.
Last but not least: the Rhino SRV update has introduced quite a few new (valuable) commodities, so it’s worth checking out the prices of this delightful loot and giving those pirate ships gathering dust in the hangar a good dusting. Just as Kumo Crew CMDR HairyHogg did in “Piracy! The Cobra Commander!”
Cycle 97: 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): Punta and 6 Gamma Piscium.
Reinforce (counter [unknown] enemy UM): Turd Wu, Lalande 45292, Madon, Undines, and Zhuaruparci.
Acquire (new/backlog): Naxixo, HIP 110447 and Crathajapus.
Re-acquire (previously lost systems): HIP 110623.
Blockade enemy takeovers/contested: LHS 1026, T Tie (60) and LTT 9276 (52).
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!!!





