Posts by DSobscure
-
-
-
A strange combat report. Too old to convert this report via API.
(just checking the icon of ships)
-
Wait for the buff of General in the future.
Battleships then may be the best ship in 0.5 deut uni.
-
BS also beat reapers, costwise.
2800 atk and 7 RF make the lost of BS significant, at least better than BC. (You can beat BC with 3x or more BS, it is cost effective, but vs Reapers always lose much)
-
-
BS is the best ship to deal effective damage, and very good to kill some CR in the first round and second round
Now, there is the Reaper to counter BS more effective than BC, but it is still a good ship.
-
If you can see the MD mission before it arrived.
Buy some death stars usually (10? Maybe just from marketplace), and don't take it until 7 days expired or few seconds before MD arrived.
Although you can not control marketplace before attacking arrived 10 minutes, take arrived trade is valid.
-
The expo eco multiplier should never give to every class, because there will be a community problem. (More time more income? No, I state the problem following.)
As we known, Discoverer is great due to very high expedition multiplier while this make everyone who wants to have comparable game progress or ranking must do expedition every day, every hour (except sleeping time).
How many players can do this? Not all, the heavy players can do this, while many people cannot do that (or just few weeks) and finally leave.
That's why I argue that never gives to every class expo eco multiplier.
This will limit the growth of the gamer community, and finally, only few heavy players survive and those can not do expedition many waves everyday just leave.
If other classes can have decent ability (just playable) to play like before then players can have more choice, which lead to more players and longer playtime.
Still i'm waiting people to say me WHY it should be so bad if we ask GF to remove discoverer and keep only general and collector with all the bonus discoverer had in expos for both classes.
Still waiting.
Do you just miss my reply at page 1 or it is not convincible?
-
The expo eco multiplier should never give to every class, because there will be a community problem. (More time more income? No, I state the problem following.)
As we known, Discoverer is great due to very high expedition multiplier while this make everyone who wants to have comparable game progress or ranking must do expedition every day, every hour (except sleeping time).
How many players can do this? Not all, the heavy players can do this, while many people cannot do that (or just few weeks) and finally leave.
That's why I argue that never gives to every class expo eco multiplier.
This will limit the growth of the gamer community, and finally, only few heavy players survive and those can not do expedition many waves everyday just leave.
If other classes can have decent ability (just playable) to play like before then players can have more choice, which lead to more players and longer playtime.
-
Go back to the topic.
Anyone thinks that if General gets drive tech bonuses instead of current speed is overpowered or still bad?
And since develop team refactors the old code after 7.0.0.
If General can have some bonus to shipyard then it is great.
For example: +100% shipyard efficiency
It is great to fleeter, the bottleneck usually happens at shipyard before or after a combat.
And about resource income.
If General can have shipyard cost discount, it would be awesome.
Like 10% or 20% off (just keep not allowing infinite resource comes from DF). This lead to General can have more ships (also less loss) or earn resource by selling ship on the marketplace.
-
I think it is not a good idea to give everyone the expedition bonus.
Some players is busy or have a long time span during the day (e.g. on the work and cannot play ogame every hour), if all players have expedition bonus (and the income is comparable to daily production) that means if you cannot do the expedition, you lose a lot.
The trade off of Discoverer is that if you don't have time to do expedition every day, the income is not significant. And you also block some fleet slots (decent) , and the most important, if you fight for the expedition DF, you cannot use the huge fleet at anytime (lose the flexibility) and possibly lose a huge fleet sometimes (be weak at a short time).
Therefore, passive players and full-time fleeters are not so suit to be a Discoverer; currently, all players tend to be a Discoverer just because the ridiculous income in high eco universes.
So, to handle the income problem, one solution is to nerf Discoverer's expedition formula (and many players don't want this, since it is very happy to have current results, but it seems have implementation bug to have such a big multiplier) and another is to buff other classes to have comparable ability. (Discussed at here classes-extremely-unbalanced/)
Besides, in my opinion there exists following playstyles in OGame. (mixable)
Combination with - , the fore is the main style
- Fleeter:
- full-time fleeter (search target and hunt players every day)
- v-mode fleeter (attack and go v-mode or v-mode then attack)
- fleeter-miner (if there is a good target, attack, if no target, mine)
- destroyer (just want to destroy other players)
- Miner:
- miner-turtle (passive miner with huge defence)
- gambling miner (besides be a miner, find some interesting including luck except attacking, like do expedition, auctioneer, steal DF, watch marketplace ...)
- miner-fleeter (be a miner and prepare defensive fleets to against fleeters)
- ultimate miner (just for high level mines and techs)
- Supporter:
- deut supporter (provide deut for pushing or attacking)
- fleet supporter (provide ship, be a General to provide Reaper is possible, building RIPs for doing MD for fleeters is also possible)
- Survivor:
- turtle (try to survive under the hustle universe)
- achievement collector (survive for some achievement, like RIPs, super huge defence high useless tech ...)
Hope that all playstyles are playable, not all players go to the gambling style.
- Fleeter:
-
記錄罕見的探險訊息 歡迎大家分享 (很缺大海盜)
已知的大資源
- 不知名的行星有一條由礦物組成的光環,裡面蘊藏著無窮無盡的資源.遠征探險艦隊從那裡滿載而歸.
- 您的遠征探險艦隊報告說他們發現了一艘巨型的外星人艦船殘骸.他們雖然無法從那裡學到任何科技,但他們發現可以分解那艘艦船的主要部件成為我們有用的資源.
已知的大船
- 我們發現一個巨大的船艦墓地.遠征探險艦隊的技術人員從中找到一些可以再次航行的船艦.
- 我們找到了一個文明滅絕的行星.我們找到了還環繞在軌道上正常運行的龐大太空站.您的一些技術人員和駕駛員前往那裡找到了一些仍然可以使用的艦船.
已知的大暗物
- 我們的遠征探險艦隊與一個很特殊的種族發生了第一次接觸.這些生物乍看起來似乎是由高純度的能量所構成.他們稱呼自己為樂高人.他們在飛躍經過我們的遠征探險艦隊時,决定幫助他們眼中我們這些未開化的落後種族.一些含有暗物質的物質由他們傳送至艦橋內.
- 一次偶然發生的超空間扭曲,使得您的遠征探險艦隊收穫了大量的暗物質!
已知的大海盜
- 該信號記錄絕不是來自外星文明的,而是一個隱祕的海盜基地!這些海盜對我們突然出現這裡絲毫不覺得有半分詫異.
已知的大外星人
- 您的遠征探險艦隊誤闖入一支外星人侵略艦隊中,傳來報告說發生了激烈的混戰!
- 一支晶體構成的龐大艦隊不知是何原因,徑直撞向至我們的遠征探險艦隊.我們應作出最壞的打算.
- 對外星種族方言的正確發音,對我們來說還真有難度.我們的外交官意外地喊了句`開火!`,本來他是要說`和平!`的...
已知的黑洞:
- 與遠征探險艦隊的聯繫突然間中斷了.我們的科學家們還在努力嘗試重新建立聯繫,不過似乎艦隊已經永遠消失了.
- 我們從遠征探險艦隊收到了最後傳來的影像,那是一個大得嚇人的黑洞.
- 遠征探險隊傳來的最後一條無線電訊息:滋~~~~ 糟了!咖~~~~ 那邊 滋~~~ 好像 嗶~~~有…
- 旗艦的核反應爐核心崩塌引致一系列連鎖反應,導致整個遠征探險艦隊覆滅於一場激烈的大爆炸之中.
- 你的可憐的悲劇的艦隊完全被捲入一個E-4磁極的黑洞中,並且可悲的被E-4磁極的風暴撕裂成碎片,徹底被破壞
-
Why so many people think that less interactive between players under current expedition settings?
Much more ships => hunt/be hunted
Much more resource with RNG => trade
Many expedition DF => steal others expedition DF
...
Or just because players are more active due to they have to online more often to check/send for expedition and not get easily hunted?
-
The RF is low due to extremely cheap price.
This is an awesome fodder.
-
Hello everyone:
Since everyone knows that there exists very unbalance setting (especially Discoverer). There are some suggestion made by several players.
I give some suggestions that GF can only change a bit to make game balance at every stage with each class
I first list the class info currently (you can skip it if you know it well)
Collector:
- +25% mine production (bonus production)
- +10% energy production (bonus production)
- +100% speed for Transporters (bonus)
- +25% cargo bay for Transporters (bonus)
- +2 offers
- Lower Market Fees (7% when no admiral)
- +50% Crawler bonus
- Build crawlers
General:
- +100% speed for combat ships (bonus)
- +100% speed for Recyclers (bonus)
- -25% deuterium consumption for all ships (add operator in calculation)
- -25% deuterium consumption for Recyclers (add operator in calculation, bug? need to check this exists or not, this will cause 0 consumption at 0.5 deut uni)
- A small chance to immediately destroy a Deathstar once in a battle using a light fighter. (rumor has it 1/1000000 )
- Wreckage at attack (transport to starting planet) (attacker space dock)
- +2 combat research levels
- +2 fleet slots
- Build reapers
Discoverer:
- -25% research time (multiply operator in calculation)
- x 150% loot on successful expeditions
- x eco speed loot on successful expeditions
- +10% larger planets on colonisation
- Debris fields created on expeditions will be visible in the Galaxy view (other classes need use EP)
- +2 expeditions
- +20% phalanx range
- 75% loot from inactive players
- Build pathfinders
Since Mostaris said on Discord that current expedition formulas have some problem in implementation (not implemented as intend), I don't discuss about expedition.
At ultra early stage (1~3 day of new uni)
Collector:
good, especially production bonus before astro 1 and huge deut production bonus as early stage (for astro)
also, best cargoes
General: bad, since still no many Recyclers, and attacking needs cargoes (combat ships is fast for sure)
+2 fleet slots give no significant bonus when you have all officiers
Discoverer: excellent, faster research time, bigger planet, ridiculous gain from expo after astro 1
also, expo gives you many high rank ships without technology requirement, also find pathfinders to give 2x loot of expo at this stage
At early stage (before BS)
Collector & General not so good, since Discoverer is awesome
At mid stage (after moon)
Discoverer becomes much more stronger (loner range of the phalanx, more ship from expo)
Collector starts to use crawlers, but under the risk of bashing (and no much production)
General is suck due to lose the advantage of combat even with good combat settings (just few ships compared to Discorverer)
At late stage (after RIP)
Discoverer still good with expedition DF (if you are knowledgeable) to have huge income
Collector sells crawlers to other classes (slight income)
General (if you change from Discoverer to General at this stage, all General already lose before this stage, just assume all General from Discorverer after this stage)
slightly better, stronger combat ability
At very late stage (after astro 25)
Collector seems better since most player just lazy to control expo every hour, base production is somehow comparable to expo
Discoverer still good if you are not lazy and can buy many deut from other players
General is good when you join big combat
--------------------------------------------------------------------------------------------------------------------------------------
My suggestions are follow:
Ship status changes:
Crawler:
- price to 8000 metal 8000 crystal 4000 deut
- each gives 0.08% production bonus (and number from 8x(all mines level) to 2x(all mines level))
- Shield Strength 100
- Attack Strength 200
Collector:
- +25% mine production (bonus production)
- +10% energy production (bonus production)
- +100% speed for Transporters (bonus)
- +25% cargo bay for Transporters (bonus)
- +2 offers
- Lower Market Fees (7% when no admiral)
- +100% Crawler bonus
- Build crawlers
General:
- +10 Combustion Drive research levels
- +5 Impulse Drive research levels
- +3 Hyperspace Drive research levels
- -25% deuterium consumption for all ships (add operator in calculation)
-
-25% deuterium consumption for Recyclers (add operator in calculation, bug? need to check this exists or not, this will cause 0 consumption at 0.5 deut uni)
- A small chance to immediately destroy a Deathstar once in a battle using a light fighter. (rumor has it 1/1000000 )
- Wreckage at attack (transport to starting planet) (attacker space dock)
- +2 combat research levels
- +2 fleet slots
- Build reapers
- +100% Reaper DF collect percentage (becomes 50%)
Discoverer:
- -25% research time (multiply operator in calculation)
- x 150% loot on successful expeditions
- x eco speed loot on successful expeditions
- +10% larger planets on colonisation
- Debris fields created on expeditions will be visible in the Galaxy view (other classes need use EP)
- +2 expeditions
- +20% phalanx range
- 75% loot from inactive players
- Build pathfinders
Now, I think it is much more balance.
Collector has good defence (also gives good production)
General has good tech bonus at every stage (still you need at least 1 level to get tech bonus as current setting, fast go fast small carge/cruiser/BS,BC, super recycler). This make General have the ability to hunt Discoverers for profits at early stage.
Collector => Turtle / passive miner
General => fleeter
Discoverer => active miner / fleeter-miner
Thanks for you reading.
piink just remind you for no lost my suggestions
-
-
I find a bug as the title.
If you have any recycler on the planet/moon, you can directly mine DF from expedition properly (with pathfinders).
But if there is no recycler, the "Mine" button is missing even if I have Pathfinders on the planet/moon.
Community: Seems all, at least TW & EN have this problem.
-
DM doesn't matter much after MCO.
We can find 2x DM and resource boosters is not so important like before.
Officers are affordable with expedition DM.
Something remained which make buying DM get benefit are:
1. Relocation (if you don't buy it, you have to save DM long time and spend on the event)
2. Buy Construction Cards on the event
3. Instantly build something (specially, research at very late stage)
4. Maybe change class
5. Buy resource at the initial hours of new uni.
Any others?
No buying DM can still play not bad with Discoverer.
-
Actually, there is no big loss at all. It is possible to recover all loss in an expedition result.