Do you agree with this request and would you like it to be relayed to GameForge ? 48
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Yes (23) 48%
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No (25) 52%
First of all, I'd like to apologize if I'm using the wrong OGame terms. I've only played with those in French :p
OGame.fr Board also has a feedback & suggestions section. In this one, I've put together a summary of the various proposals discussing the subject of class balancing. This one was more or less a consensus among players active on the subject that it was interesting.
I'd also like to say that all the values are only proposals, and that the main goal is to bring all this up to GameForge and the Techs so that they can work on it.
I remain available and active on the section to answer any questions.
Sincerely
Proposed changes to class bonuses
Current collector vs. modified Collector
This is the strongest class, and it does so without having to do anything, while taking no risks and having the possibility of having a 99% indestructible account from the moment an account obtains very large mines (past the G point). Nevertheless, players might appreciate a boost to transport speed to enhance class comfort. Putting the eco speed bonus into the exp calculation would still make the class interesting sooner, and give a boost to the most active collectors.
- +25 % mining production
- +10 % energy production
- +100 % speed for transporters --> +150% speed for transporters
- +25 % more freight space for carriers
- +50 % drill bonus
- +10 % of drills usable with the Geologist
- Overload the drill up to 150 %
- +10 % discount on acceleration (building)
- +10 % production bonus life form
- Eco speed bonus in the calculation of expedition as for the explorer (but without the 1.5 factor inherent in the class)
Current explorer vs. Modified Explorer
This is undoubtedly the most powerful class at the start of a uni, until people have at least 1G pts mines. It's even obligatory for the first months of a server...
But an upgrade could be worth for the ultra late game against collectors. Similarly, it would allow smaller accounts to get up very quickly on universes with very large players. This up would come in the form of new shipping gain tiers. However, I have no idea of the values this could take, so as not to make it completely smoky either, but it would have to be interesting for late-game collectors for a long time : the aim being to value active players.
In addition, the loot on inactive players and the phalanx range would be taken away from them.
- -25 % shorter search time
- Increased yield per successful shipment (*1.5 factor)
- +10 % increase in planet size for colonization
- Debris fields formed during expeditions become visible in the galaxy view.
- +2 slots for expeditions
- -50 % chance of reverse shipment
- +20 % phalanx range -->
+20% phalanx range - 75 % loot on inactive players -->
75% loot on inactive players - +10 % discount on acceleration (search)
- +50 % ships speed for exploration missions
- Creation of two new shipping gain levels :
| SC | LC | |||
| limite | maximum resources | 12 000 | 4 000 | |
| < | 10 000 | 40 000 | 3 | 10 |
| < | 100 000 | 500 000 | 42 | 125 |
| < | 1 000 000 | 1 200 000 | 100 | 300 |
| < |
5 000 000 | 1 800 000 | 150 | 450 |
| < | 25 000 000 | 2 400 000 | 200 | 600 |
| < | 50 000 000 | 3 000 000 | 250 | 750 |
| < | 75 000 000 | 3 600 000 | 300 | 900 |
| < | 100 000 000 | 4 200 000 | 350 | 1 050 |
| < | 100 000 000 | 5 000 000 | 417 | 1 250 |
| < | 1 000 000 000 ? | ? | ? | ? |
| > | 10 000 000 000 ? | ? | ? | ? |
Current General vs. General modified
This is the weakest class, as it would only be viable on universes at least several months old with at least 5k assets, which is no longer the case today. It therefore needs to have an up to be competitive. The class obtains bonuses that require activity or produce destructible points.
- +100 % speed for offensives ships
- +100 % speed for recyclers
- -25 % deuterium consumption for all ships
- +20 % more cargo space for recyclers and pathfinders --> +25 % more cargo space for recyclers and pathfinders
- Low probability of immediately destroying an RIP once per combat with a light fighter.
- Attack wreckage (transport to home planet) --> Grouped attack and defense wreckage (transport to home planet) in all casualty battles
- +2 levels of combat research
- +2 fleet slots -->
+2 fleet slotsNumber of fleet slots *2 - +5 additional lunar extensions
- Detailed fleet speed parameter
- +10 % discount on acceleration (space yard)
- -5 % manufacturing cost reduction for offensives ships
- 75 % loot on all attacks (active & inactive)
- +20 % phalanx range
- Eco speed bonus in the calculation of expedition as for the explorer (but without the 1.5 factor inherent in the class)