Thoughts on expeditions

  • OK! So I have a completely irrational love of expeditions. I do as many as I can per day and I wouldn't even have a fleet at all but I need a few for expeditions.

    That said, I think expeditions are OK at best.

    That also said, I have no idea how to fix expeditions because I don't want to break this game I enjoy so much, hence why this post isn't in the suggestions section.


    1. Is it just my bad luck, or are expeditions a great way to lose resources rather than having a net benefit?

    I would like to see something with risks and constant activity requirements have some kind of pay off.


    2. The way expeditions are set up at the moment the best fleet is just pure Large cargoes.

    I hate this and would like some incentive to send diverse fleets out.


    3. attacks from pirates I enjoy, they are beatable and do SOME damage but they are ultimately acceptable loses. Alien attacks of medium intensity are a complete decimation unless I send 100% LC. Alien attacks of high intensity are even worse


    4. This one isn't *that* serious but is just a pet peeve. "debris from a previous expedition, we aren't the first ones here"

    running out of expeditions per system is a cap on an already unprofitable (but still fun I'll admit) feature


    5. Finding darkmatter.

    I pay for officers and have a small surplus of DM just in case. Finding 300 darkmatter (equiv of 3 cents Australian, or 2 cents American) is the equivalent of *you found nothing* for me, and for someone who doesnt pay to play 300 DM isn't far from useless. personally, I would like either an increase in the yield or a removal of this outcome.


    6. (last) While I haven't gotten it yet, the *entire fleet lost* roll is just a terrible idea, especially considering a tier3 alien attack already does this.


    Conclusion: PLEASE don't remove expeditions I love them, just make it worth while please please please.


    thanks for coming to my Ted talk, I hope I posted in the right place.


    PS: I hate people suggesting Buffs for their favourite feature in any game because it reeks of entitlement, so I hate myself for this post already. I just love expeditions and want them to be better :thumbsup:

  • Risks should be a part of expeditions.
    I'm not sure what you are sending in your expedition fleet, but you want to keep your attack power low.

    If you are sending a destroyer - send a bomber instead.
    In fact, 1 bomber, 141 LC, and 1 espionage probe will maximize your storage capabilities.
    It will also survive a tier 3 alien attack with a small loss of LC and maybe the probe.
    It will find every ship possible to find on an expedition.

    It might seem counter-intuitive with this setup, but it works.
    I use it all the time.

    Yes, losing your fleet can suck, but there is such a low chance of that happening with this strategy, that it can be practically disregarded.
    You will make much more than you lose.

    For people reading this who can't yet field the fleet I've posted, you can use this calculator here:
    http://bontchev.my.contact.bg/ogame/expeditions.html
    Remember: Keep your attack power as low as possible.
    That will provide you maximum survivability.

  • While it is unfortunate to "roll double-zeroes" and lose a fleet on expedition as kewlness states above the risk vs rewards of going on expedition vs not (especially during an expedition-related event) is well worth it.


    Over the past decade it is no exaggeration that I've conducted thousands of expeditions and am (nearly) always pleased to see the results. The important thing to keep in mind about expeditions is that it is indeed a law of averages and never risk more than you are willing to lose for that "spectacular picture of a black hole" That said, finding any amount of dark matter or a "favored client" mission is well worth the risk of some ships which can always be rebuilt.


    Early on, I would suggest 1 light fighter, 1 small cargo, and 2 probes.

    Later, in an evolved server the typical fleet I use and nearly win all alien encounters with is 7 of each "Light combat ship" (top left area) and 3 of each heavy combat ship (lower left area) and include the following mix of utility craft:


    199 probes,

    5 small cargoes

    199/ 211 large transports.


    Typically this fleet will defeat hard aliens 1:1.3 with the newest extra hard alien missions resulting in a draw. Against pirates it usually nets between 5:1 - 15:1 Destroyed / Lost ratios.