Posts by SpartanG318

    original thread in DE:

    Icons for running lifeform constructions


    Hi guys,

    pretty simple idea. I would suggest to implement icons for active/running lifeform-constructions and lifeform-researches on the planet list on the right side, comparable to the yellow construction symbol for normal buildings.

    Personal preference would be a purple for constructions and a blue for researches.


    This helps to identify planets, which have or not have active lifeform-tasks to do without to check them manually and click on every planet.

    The thing to remember is this code is super old. There’s a reason there are so many bugs. I’m willing to bet the combat portion of the code hasn’t been touched or rewritten just patched and added to over the years.

    i would respect that if i suggest a very complex change of the combat system -but i dont ;)

    The only thing is that mirrowing the expo fleet at a fix percantage is the ground of all problems we ever had with the expo-dfs.

    1)

    You dont need a full overhaul. At the moment the 6 rounds are a fix value. You only need to do 2 things:

    - check before a fight start if its an expedition

    - change the round value and randomize it


    i am a software engenieer so i know its pretty easy when the combat script is well written.


    2)

    Thats why i said, you can balance it around the structure points. Every ship has a fix structure point value. Take the sum, give pirates/aliens a random and different percentage of that and randomize the ships. (for example pirates 30-80% of your structure points, aliens between 50 and 120%).


    In Combination with the random rounds you reduce the complete "fall outs" of your fleet, because its randomized - even in a "bad" fights the fight could only last 1 or 2 rounds and you wouldn't lose all of your ships.

    Hey Guys,

    i have an idea to make expeditions far more "interesting" and fix some issues in the other hand.


    One of my biggest problem the last years is that expo fleets are mostly always mirrored by a certain percantage by pirates and aliens, which doesn't really make sense and doesn't really make the "fights" really interesting either. it feels "false", that you can calculate, what awaits you in the vastness of space.


    My idea is, that the fleets completely generated randomized through all possible space ships. A Balancing can still be done around the structure points of the expo fleet but it needs ab bigger range and completely random ships, that you can reach two points - destroy little fleets for profit or lose ships vs. dangerous fleets.


    Since there may also be a risk of losing ships here (we need to test it), my suggestion would also be that at the beginning of the fight it is determined by chance how many rounds the fight will last. You might not destroy the entire enemy fleet with this, but you won't always be completely destroyed in the event of poor odds or enemy superiority.

    It wouldn't be difficult to explain that either - an opponent might withdraw from a fight if he realizes that he's losing ;) It's not that unrealistic at all.


    This would do two things - we would fix the skaling problem of expo combats (which are at the moment fixed by a very... bad way) , because they are not "calculatable" anymore, if a fight would be profitable. On the other hand it is a possibility to reactivate a real and balanced "expo-df-system".


    Let me know, what you think about it :)

    *** Short description of tool to be developed using the API key ***

    --> support tool for calculate destroy units from battle reports -> competition alliance


    *** Scope of your project: Alliance, Community or International. ***

    --> Alliance


    *** Will it be open source? ***

    --> No


    *** A short description of your developer / programming experience ***

    --> 5 months frontend angular, backend Java (education to full-software developer)

    - some experience in C++, pearl, etc.


    *** Link and description of previous work ( tools already developed ) ***

    --> n/a


    *** Valid e-mail and the IP (only IPv4 address and must be static IP) from which the Key will be used ( this is private information and can be sent separately only to piink by PM ) ***

    --> To be send if approved.

    the complete expo-system is broken and boring. Of course most of the players dont read the messages, when they are the same over the last 10 years.

    The fact, that you get the best results over time when you only hold 1 hour, is the worst decision ever made. Its like "go and find something interesting for our empire!" - "like you wish, my lord" (5 min later) "greatings emperor, we have found Billions of ressources right next to us. No one of us can understand, how the other 1.534.305.304 Expedition we started up till today could overlook this, but hey, free ressources!!" Would be a bit funny, if the GF implement funny lines like this, to show a bit self-irony.


    During the MCO-production i eleborated a big overhaul for the expos in the german forum. A system, where the expedition gets a chance at an event for every hour (of course complete reworked find sizes and new events). A system, where you need to take military ships with you to defend the expo (but not too much, that a whole armada goes on expo -> this would raise the chance for a big allien-fleet). I dont show you here the details, but it was very fun to work on that and had big potential.

    The problem is, it looks like ogame dont have active programmers, who are full-time involed in developement of this game. The GF only recruite in special times for that. And without the will from the GF to really improve the game, it is very frustrating for guys like me, to work on new ideas.

    in the german board he wrote some words in the "why you leave ogame - thread". To be short, he has the same problems with the decision-makers like most of us, who leave the team or the game - game has no balancing anymore, thats why the gameplay has become very boring. Game is not up-to-date, no development in favor of flexible daily routines, so he lost interest.

    defence has always been overpowered for how much it costs, what's the issue with making it slightly less broken?


    no one will build bombers still, lf farming is both faster and more efficient especially in high df unis.

    thats the problem. you can save ress, if you only attack with LF. Same result, but you need not so much ress to build a fleet against this def.

    So what is really your problem with this little RF boost?

    EDIT: To SpartanG318, yes and why a RF of 5? Why not 2? 10 Bombers can take out as many RLs or LLs or HLs or ICs as a single Deathstar and 10 Bombers are like 20x or more cheapter... Bombers do have losses but that's, again, expected. Send Light Fighters with them to avoid such losses.

    avoid losses at the moment?

    give you an example:

    def of 10k/10k/2k/1k/500 (no ion)

    you know you would need over 6.5k dessies and over 3.5k bomber to get only 1kk win on a 70% server (so far best values for attacker). That are 1 kkk costs vs. 150kk for the def.

    and it doesn`t matter too, how you create the fleet: cargos, LF, bomber, dessies, on every ratio you get more then 20 mio units lost. So even with 75% loot there should lie over 40 mio ressources, that you start to think about an attack. When the miner save the cargos - tell me, when ever a fleeter want to attack this without RIPs :D


    yea bomber need a push.

    This would make the Bomber the only unit in the game with RF against something that the Deathstar doesn't have against... It's not logical.

    RF doesn`t need to be logical. Its a way to design a scissors-stone-paper-system, where every ship has his own role.

    The idea behind the RIP was never, to design him as an anti-deff - instead of the bomber.

    And its not a fair comparison, if you try to compare a bomber with 1.000 base attack vs. a deathstar with 200k base attack ( and a huge shield).

    RIPs dont die so fast - bomber does against plasma. So for a ship, that should be an anti-deff - its logical, that he can make good demage same as he get huge damage by the strongest defense platform.

    And in contrast to the RIP you need to attack with much more bomber, to break through the defense with very few losts - RIPs can be used in fewer numbers without any lost. No real win but you can kill defense. Bomber cant do that.


    At the moment lots of fleeters still say, they would attack often defense with other ships... believe me, he is good how they designed him now ;)

    Great changes but still i don't like same RF against both Gauss and Plasmas. Gauss 5, plasma 2/3 would be batter. Or no RF against plasmas.

    well, its not really so good, how you maybe fear. Bomber still lose vs. plasma very easy.^^ At the moment (without update) you need to fly with 10x units in fleet vs. a mid-game deff to think about profit. With update, they`re going to get a real use for this battle area.

    I think there is a little miss-understanding there ;)

    Im not a Newbie, got to the link. Im the mod of the suggestion-part in the DE. And i know how the boost for the expeditions will be work in the update.

    If you read my idea you will see, its a different system, even based of something from the new update (pathfinder skill).

    So its a suggestion for a later update.

    Hey guys and greetings from the DE community ;)


    During all coms wait for the new update, i have some ideas for a new and better expedition-system, because the core of the actual system won`t be really changed by the update. My english is not the best, so i cut my long version from DE a bit, but feel free to read it on your own if you miss something( better expeditions ).

    My goal is to rework expos to a more exciting, funny and risky one. I want to explain, how we reach this.


    1. get a chance for more events, if you fly a longer expedition


    very easy and the first big change we need. Longer expeditions dont really make sense at the moment. My idea is, that you have the chance to get an event on every holding our. So, for example, if you holding 3 hours, you find at the first hour some ressources, on the second hour nothing happen and at the third you were attacked by pirates.

    In my opinion its much more logical, that expos are planned for a longer time - why they would end there expedition, just because they found something (or nothing^^)?

    Its open, if we really get instantly a message every hour or if we get a logbook, where all events are collected.


    annotation: we need to think about to reduce the possible holding hours or lower the chance for events, that we dont find 10 events on a 10 hour-expedition - only for understanding ;)


    2. need military ships on expos


    Second core part of my idea. At the moment, expos are only a second way of "farming" - not very cool, because everyone would compare it with inactive farming. So we add something to expos.... risk.

    When we can find much more ressources or other stuff on expos, we need to defend it out there. So it should be normal to send military ships on expos.

    So we construct a table depending of 2 criterias: fleet scale (little, mid, big) and fleet class (civil, light, heavy).

    scale depends on the expedition-point-system and raise over time at the servers. the fleet class should based on the ships (cargos, recs are civil, fighters and cruisers are light and all over are heavy).

    So the system check the ratio of them (for example many cargos and a few destroyers are a "light" fleet. No light ships, but most of them are civil and some heavy ships).


    At the end the table decides, how big is the change to get attacked by pirates or aliens. It should be designed in a way, that civil or little fleets get a much higher chance to hit by pirates, big and heavy fleets get a high chance to hit by aliens. Sure, you can find an alien-fleet with a little expo-fleet but the chance should be much lower. So we create a situation, where the player decide, how risky we want to play. We know, that we get with the pathfinder from the update the possibility to claim DFs from expos - so you know, what i mean ;)

    of course we need to change the battles a bit - more based on coincidence and create much more close battles.

    Additional to that i think we need create a chance, to reduce the rounds of these battles. (variable values based on coincidence how much rounds)
    So at the end players and pirates/aliens have a chance to escape - and the player dont lose all ships, when he is losing the fight.

    3. more events
    not very difficult. I prefer a system, where the community get a room in the forums, where they can write there own storys - funny stuff, new events, exciting storys - to read the logbook should be much more intense. Further i would kill the "you lose all - event". When we need to fly with bigger fleets, we should reduce the frustration-factor.


    4. additional thoughts
    there are lots if ideas to extend this idea, bot most of them, i dont think to the end. One idea was to get a setting, were you can put your attidude (aggressive, passive, evasive), to bring more viarity in there. Second was the chance to find other player-expeditions out there (not really a big balance problem, because we want to design expos so, that a top-fleeter would never fly with his whole fleet -> too much risk based on a too big alien-fleet you can find^^).

    We collect much more but i think its enough for that moment. The two core-features are much more important.


    5. positive side effects

    - we have a real alternative to "farming", if you want more risky and so more profitable then farming but you dont need the same skill like fleeter does, so it based more on coincidence.

    - we break this straight fleet-mechanics a bit. Now much more can play with fleet, even if they dont have time or skill for fleeting.

    - we get more killable fleets, so we push the activation on the servers a bit and fleeter have more arguments, not to farming planets of poor miners :P


    feel free to write comments and to criticize me. I talk with lots of people, before i suggest it on the DE and EN, but every one of them think its a good idea. So it was time for a bigger audience ;)

    Greetings from Germany
    After i heard about that, we start a discussion in our ally about the payment for this.
    When we compare it with other games with a similar payment-modell - and with the consideration that ogame/GF have problems in developement, communication and and and (so not a flawless game)- we decide, that most of us wouldn´t pay more than 20-30€ per year for this.


    Most of us play complete for free since years and in past they sad, they would never invest money in a browsergame. BUT when we get a server without payment-features - and in this case a fair server, a server where no pay-to-win exist - most of us would pay for this. And many old friends of me which leaving ogame after the GF starts this pay-to-win-strategy, think about a return to the game if we get such a server.


    So.... if we get something like this -> do it right.
    1. Give us an easy way to join the server (maybe include it in the normal local-lobby, if this is possible)
    2. Give us an easy switch of the interface-language ingame that the only different to a normal universe (and for new players) is the fact, that you need to speak a bit english for trading etc.
    3. Make a good advertising for this server
    4. Give us good settings. -> yea i know this is depending on personal opinions