Ship / Defense Degregation Mechanics

  • I fully expect this to be controversial, so let me start off by saying I do not recommend these changes for existing universes. This suggestion is aimed towards prolonging the life of newly created universes, and make older universes (started with this system) more appealing to join.


    Secondly, don't tie me to any specifics / numbers here. I present this primarily as a thought experiment, with details to be determined, and I'm open to any suggestions for tweaks.


    ---


    Universes have a well understood lifecycle, broadly described as:


    1. Young Universes, freshly opened with lots of players scrambling to become #1

    2. Middle Aged Universes, where there are fewer players, but enough for alliances to compete and have energy

    3. Dying Universes, where minimal potential targets remain, and most players go into vmode, waiting for a merge to generate a Middle Aged Universe


    I postulate that the primary reason universes transition to dying universes is that players give up. They decide it is effectively impossible for them to compete against the largest players, or they are being picked on by the largest players, and they would prefer to play in a new universe or give up the game entirely.


    Assuming that is the case, the best way to sustain universes for longer is reduce the point distribution within the universe, and make the smaller players feel more competitive. However, this must be done carefully, so that the most dedicated players, who drive the game's health, feel they are being treated fairly.


    One way to achieve this might be to give boons to smaller players, but this fails on two fronts. Firstly, it feels unjust to a dedicated player who has committed thousands of hours of gametime, that another player who just started can reach a similar level with significantly less effort. Secondly, it just makes the smaller players more juicy targets - the dedicated players can and will take advantage.


    Another method would be to cap the maximum size of the largest players. This cannot be a hard cap - a dedicated player wants to keep going, and an artificial ceiling will be disappointing. Thus, I suggest the implementation of "degradation" mechanics that increase the effort necessary to sustain large fleets, increasing the maintenance of "untouchable" accounts.


    The general idea is to apply a "tax" on ships and defense. Every day, or every flight, results in a small percentage of ships / defense becoming damaged and inoperable beyond repair (aka, lost). As the size of a fleet or turtle increases, the loss to this tax also increases, and players must earn more resources to sustain their fleets.


    This could be implemented in a tiered system - up to a certain number of ships / defense, losses are at 0%, then up to a higher level, it increases to X%, then Y% beyond that.


    This tax would also be applied through vacation mode - while your fleet might be safe from attack, it won't be safe from atrophy.


    While I'm sure nobody will be excited to lose ships by default, it provides benefits to all levels of players:


    - Less sophisticated players will have more appealing universe options, where they feel they won't immediately be dominated by a rank #1 with trillions of points.

    - Dedicated players have even more reason to be active (and/or spend money), as by being more active they will be able to maintain a larger fleet than a less active player, who will be "capped" lower

    - Turtles will naturally be whittled down and less effective, giving fleeters more targets

    - More fleets of similar sizes will make alliance / ACS strategy significantly more important



    I haven't thought these numbers through particularly well, but perhaps a starting point to work off of:


    - 0 - 10kk points OR sum(ships + def) < 100k: 0% / day

    - 10kk - 100kk points AND sum(ships + def) > 100k: 0.5% / day

    - 100kk - 1kkk points AND sum(ships + def) > 100k: 1% / day

    - 1kkk+ points AND sum(ships + def) > 100k: 1.5% / day

    - 7+ day inactive: +1% / day to defense

  • I think the idea is Great, but it needs a way to Mitigate Loss,

    Maybe Hostile Attacks against Active Players Will Encure this Damage and be Multiplied by a percentage based on their Honour Level.


    this way, it can help several Diffrent problems.

    1. Peacefull players Will not be Negatively affected by this.
    2. Gives Those Flying 2.6M battle Cruisers at a guy who has Significantly Less Defence and Overal Points a bit of Clap back for punching Down on the weaker players.
    3. Prevents those who attack players for a Defence Smash just for a giggle coming out unscathed.

    and possibly make Your honour level balance out towards a neutral level as you loose ships,


    so possibly
    -50 to -200 a loss multiplication of 1.1%
    -201 to -500 a loss multiplication of 1.15%
    -500 to -1000 a loss multiplication of 1.2%

    -1000 to -2500 a loss of 1.4%

    -2501 to -7000 a loss of 1.7%

    -7001 to 20,000 a loss of 1%

    ect

    ect

    ect

    -1,000,000 to 5,000,000 a loss of 10% extra
    ^ontop of what the atrophy level is

    just spitballing but Having a Negative Honour Level Should obviously Effect more than just you having a 100% loot option.

  • Universes have a well understood lifecycle, broadly described as:


    1. Young Universes, freshly opened with lots of players scrambling to become #1

    2. Middle Aged Universes, where there are fewer players, but enough for alliances to compete and have energy

    3. Dying Universes, where minimal potential targets remain, and most players go into vmode, waiting for a merge to generate a Middle Aged Universe

    1. I pop account on new uni just to see who spends most on DM. There is no competition for #1 for anyone who doesn't whale so your point is wrong and pointless. Topkek picture below.

    2. Middle aged universes? What is that - you didn't define what that term means at all, so it's up to players interpretation to decide which universe they consider middle aged? xD

    3. All ogame is dying slowly and i think every uni wants more players.


    I literally see no argument in your post that makes the statement "benefits to all levels of players" true. You want to implament taxes into a game. Do you even know what taxes represent? Taxes represent one of the most hateful things in this world and you think people should pay them inside a virtual game lmao...aweful idea and it would ruin the game more then it is ruined now. You have those who buy DM and those who play for free, and now those who play for free will not be playing for free becuase they have to be extremly active and they know everytime they join game some stupid taxes will need to be paid which will obstruct their account development even further, so whats the point in playing. I don't even understand how you got the idea that taxes inside a game can be good. What the hell :thinking:


    1. "less sophisticated players" will have no different options to play universe then they have now, absolutely nothing would change.

    2. "dedicated players" will have less reason to keep spending on DM to buy fleets that they can use every FEW days to make hits becuase now their work will be worthless becuase they are paying TAX in a game for the fleet they built/bought. Imagine buying DM to buy more res/fleet and then you pay taxes which will make you pay even more money to get the same thing. Are you working for GF by any chance? You seem like a perfect person to work for them but this would be the last straw for players since no one likes taxes and compared to real life situation, in ogame they can actually say "frick it i ain't gonna do this sh*t"

    3. "Turtles" are not a problem, you have IPM, or heavy ships that cost bunch of deut to launch but you can whittle it down.

    4. "more fleets" - wtf you even talking about? People are already doing this :confused: Are you even playing ogame? What is this? :confused::confused::confused:



    I postulate that the primary reason universes transition to dying universes is that players give up. They decide it is effectively impossible for them to compete against the largest players, or they are being picked on by the largest players, and they would prefer to play in a new universe or give up the game entirely.

    I postulate that the primary reason universes transition to dying universes is that players give up. They decide it is effectively impossible for them to compete against the largest players, or they are being picked on by the largest players, and they would prefer to play in a new universe or give up the game entirely.

    Also i fully disagree with this. Universes are dying becuase younger generations don't care about a dumb browser game and no fresh users who would potentionaly stay for years are joining the servers. IT IS THAT SIMPLE. There is 0 action in this game, nothing you can see, only numbers. Also the game requires commitment because you have to check in everyday at times. Players quit as they grow older and got bored or tired. There is no intricate reason for players quitting beside this.


    All that said, i give you credit for excluding the "old" universes and that this should be tested on a new server to see how it goes. But honestly i don't see how it would go well. Also from few people posting similar topics i truly have no idea who is harrasing you? I got attacked by top 10 player and i did not think its harrasment at all. Fleeters launch for profit, you can either feed him or be online and let him fly for nothing. Your idea would "force" players to be active or gradually lose their accounts which is contrary to the principles of ogame.


    Imagine if your idea would be implamented into real world? How many would agree and how fast would big corporations have you under ground if you gained popularity? :lol:



    Maybe Hostile Attacks against Active Players Will Encure this Damage and be Multiplied by a percentage based on their Honour Level.


    this way, it can help several Diffrent problems.

    1. Peacefull players Will not be Negatively affected by this.
    2. Gives Those Flying 2.6M battle Cruisers at a guy who has Significantly Less Defence and Overal Points a bit of Clap back for punching Down on the weaker players.
    3. Prevents those who attack players for a Defence Smash just for a giggle coming out unscathed.

    You can't be serious right? So only thing i see here is a miner who cant pull res and FS properly. Fleeters CAN ONLY TAKE WEAKER PLAYERS down...why do people not understand this SIMPLE LOGIC. It is obvius you never attacked anyone because if you did you would know how much more you need to have in order to make actual profit out of targets. Fleeters are penalized enough if the target arrives online and they launched and gained nothing.


    You all wanna ruin fleeting in this game and play farming simulator. I have no idea why are you even playing ogame on official servers to be honest. Make a developer your friend and let him host ogame server on your PC, put you 1000 inactives bots you can farm and just play a singleplayer ogame.:lol:

  • Pro tip, don't act as a smartass when you don't have your facts straight. The game literally supports passive play more then it supports fleeting. Fleeters can't do anything unless you leave fleet or res for them. So if you only pull res once or twice if you got really strong mines per day and FS properly they will literally start losing in the long term to you, which this game is about, the long term. And you are here asking for taxes on fleet roflmao. Lets put taxes on mine productions too, i think that would be fair, the higher level mines you have the higher % of tax you have to pay for producing it. Agree for taxes on mine production too? Lets all of us ruin this game even more and suffer together by dumb ideas of taxing players in a virtual game.


    edit; the only reason you might be saying what you are saying is due to the fact most fleeters buy huge amounts of DM compared to normal people standards or they buy it cheap so the balance is broken not becuase of the gameplay of "classes" but because of DM and people outspending you.


    Also ogame fact #1 since resource buying was introduced to ogame;

    YOU CANT WIN! (unless you are sheikh ofc)

    Edited 2 times, last by zajeb ().

  • Delusional much? My apologies for the truth that hurt your feelings or w/e it was. I will stop communicating with you now :beer:

  • Hello,


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    :closed:

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