What changes to OGame would you support? Please choose ALL that apply. -See post for details.- 31
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Probe Mechanic Alteration (12) 39%
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Tournament Events (11) 35%
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In-Game Story Lore Fragments (13) 42%
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Alliance Researches (19) 61%
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Mobile Colony Tech (14) 45%
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General Class Inactivity Timer Boost (14) 45%
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Secondary Ability Slots (17) 55%
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Only One Alliance Class (13) 42%
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Meteor Shower Events (16) 52%
If you don't see a poll here yet it's because you're too quick! Check back in a little while!
DISCLAIMER: The following poll will not lead to suggestions being sent to GameForge and is not an "official" survey. This poll is meant to gauge interest for various ideas regarding changes to the game and, for those that gain the most support, to help make the ideas as good as they can be before they are made into official suggestions. This poll will remain open for two weeks.
HOW TO INTERACT WITH THIS POLL: Choose ALL suggestions you would support, even if you only support them conditionally. In other words, if you like an idea but would prefer something be added to or removed from that idea to make it better, vote for that idea in the poll as if you approve of it then see the section below for what to do next. More In-Depth information is now located in spoiler tags beneath each suggestion.
TWO WAYS TO GET THE MOST OUT OF THIS TOPIC
Method One: Look through the "Quick View" section and vote for the ideas you think you would like to see implemented. That's it, you're done! Just voting will help gather data about which ideas players in Universe 1 are most excited to see implemented into the game.
Method Two: Look through the "Quick View" section (and the "More In-Depth" information located within the spoiler tags if you wish) and vote. After voting, leave feedback about the ideas you think could be better if something were added or removed from them. This will help us make these ideas better through group input and give these ideas the best chance of being successful if/when they are turned into official suggestions. You can also "like" any posts others have already made in this topic that reflect changes that you would prefer to see happen.
Quick View
Probe Mechanic Alteration: This is a two part suggestion. First, separate probing actions from fleeting actions by creating slots specifically for probing. My thought is to add a few slots that are specifically for probing (that increase at specific ranks of Computer Tech) and any extra probe missions beyond that take up fleet slots. Second, keep probe speeds the same but make the return times x5 faster so that people still have a chance to "hide" their fleet/resources but probing becomes far more efficient thanks to the return speeds.
Tournament Events: A biannual week long event in a temporary universe that only players of a specific universe can join (ex. only Uni 1 players can join a Uni 1 event). There are no pay to win options, everyone starts out at zero points, and there are no alliances so everyone can work with whoever they wish against whoever they wish. It would be a "small" universe with only (3 or 4) galaxies so players are forced to fight it out in close quarters and everyone starts with Astrophysics 15 (classic 8 extra colony slots potential) and 3 colony ships.
The idea is to let players show off their skills in a competitive situation without the usual huge point disparities typical of older universes and to win "prizes" that would be given to their main universe account to help their growth. Everyone would get something for participating but rank and achievements (high score, damage done, etc...) would determine who gets the best prizes.
In-Game Story Lore Fragments: Stories about the different in-game races (or other special features) that have been broken up and spread across the universe. Actions such as expeditions, discovery missions, inactive raids, etc...all have a chance of unlocking a piece of the story.
Players would therefore be encouraged to work together to complete the story (with maybe an honorary acknowledgement for the first alliance to turn in a completed story). A new story would appear every three months (making them "seasonal").
Alliance Researches: Researches that an entire alliance can put resources toward that benefit everyone in the alliance.
Not huge benefits, mostly smaller passive benefits (though there could be some new ship that can only be unlocked through this method). Researches would take time to complete, just like individual researches, and only people with a specific rank can "start" a research once enough resources have been collected for it. A main perk could be a boost to lower ranked accounts specifically that would make it more worthwhile for new accounts to seek out established alliances (or older players to return to play with their friends) and perhaps a small perk for the alliance as a whole for every member they have below a certain rank (with a cap of 5, for example, so alliances aren't adding all the tiny accounts possible and getting a huge buff as a result).
Mobile Colony Tech: Rather than having to keep a planet slot specifically for moving around, a technology allows you to create a temporary planet (exactly like you would using a colony ship) that stays in existence based on the level of the tech.
Level 1 would be 45 minutes (intentionally useless), then each level beyond that would double until level 6 (24 hours) after which each additional level adds an extra day to the amount of time the planet remains alive. If you forget to move any resources or fleet off of the temporary mobile colony before the timer runs out then it all gets deleted. The timer continues even if you go into vacation mode to discourage abuse of the mechanic to hold planet positions. The mobile colony can also be deleted by the player at any time.
General Class Inactivity Timer Boost: The General class is able to see inactivity timers after ten minutes of inactivity instead of the regular fifteen minutes.
Secondary Ability Slots: Like old school RPGs, player classes are able to equip secondary abilities from other classes. This would add a research that allows you to "permanently" unlock secondary perks from each class, unlocking one perk with each level you upgrade to, with the catch being that you can only equip 6 points worth of perks at a time with a 24 hour cooldown before being able to switch them again (unless you want to spend DM of course).
Suggested techs that could be unlocked and their point values are below (I tried to keep in mind the spirit of each class and not include their "main" perks):
General
Expanded Cargo Bays (Recyclers and Pathfinders) (3 points)
Hamill Manoeuvre (1 point)
Additional Moon Fields (1 point)
Five-percent increments for fleet speed (2 points)
Discount Acceleration (Shipyard) (1 point)
Discoverer
Fewer Expedition Enemies (2 points)
Increased Phalanx Range (2 points)
Increased Inactive Plunder (3 points)
Discount on Acceleration (research) (1 point)
Collector
Expanded Cargo Bays (Transporters) (3 points)
Increased Maximum Number of Crawlers (2 points)
Overload Crawler (2 points)
Discount on Acceleration (buildings) (1 point)
So if you're a General and you unlock Increased Inactive Plunder (3), Expanded Cargo Bays (Transporters) (3), Five-percent increments for fleet speed (2), and Discount on Acceleration (research) (1) then you could equip Increased Inactive Plunder (3) and Expanded Cargo Bays (Transporters) (3) but wouldn't have room for anything else because that would add up to six points. You could equip Increased Inactive Plunder (3) and Discount on Acceleration (research) (1) but then you wouldn't have enough points left for anything other than Five-percent increments for fleet speed (2), however since you're already a General that perk would do nothing.
Only One Alliance Class: Remove the underwhelming alliance classes that currently exist and replace them with one combined class that allows alliances to unlock any of the perks of the original three alliance classes through communal alliance activity. For example, if you want the +1 espionage tech level perk then the communal alliance needs to probe other players a certain number of times total before it is unlocked.
My thought is that the first barrier to unlock these perks is high (for example 10,000 total probes, only counts 1 probe per player, per planet, per day to prevent spam) but after the initial unlock a new gauge unlocks that you can immediately start filling. This gauge is to keep the perk unlocked every month (so maybe you only need 1,000 probed planets total every month to keep the perk "active" from that point forward). Once a perk is unlocked it remains unlocked but whether the perk remains "active" or not is based on how active the alliance itself has been. The intention of this is to both add value to being in an alliance and to reward activity.
Meteor Shower Events: A meteor appears over a random solar system for 30 minutes. Clicking this meteor gives you a random amount of crystal between a pre-determined upper and lower range. There could theoretically be metal and deuterium meteors as well, but crystal seems most thematic.
There would be different types of meteors. A regular one with minimal gains and others with bright spots, more bright spots = more crystal, with a rare "glimmering" meteor that has a 10% chance to give a Crystal pack worth of resources that ignores your storage limits, so make sure you click this one on your most developed planet! This not only infuses more crystal into the game for the various researches that require a lot of it, but rewards those who are actively playing with free resources. This would also encourage more team play because an ally who sees one of the better meteors can inform their friends about it so they can get the benefits before it disappears.
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This is the second of two polls based on the results of the SNN Debate thread. Thank you for your participation.