Posts by spidey_nonsense


    If someone can show some stats like this but for how eco progressing to x8 while df % stayed the same has given miners a huge passive benefit that has been out of balance with typical fleeter gains from farming/fleet crashing (because that % didn't grow)...and how the active play of fleeters, with the inherent extra risk of losing fleet, should allow a fleeter to grow faster than a miner by default because the loss of fleet can easily undo all of those gains (miners can't lose their mines once they're built short up blowing up the planet) then you might be able to make a solid enough argument for 50% debris field...but don't focus on whales who are obviously unbalanced inherently, do it for the average player and account growth...I don't know enough about those particulars but that's my best suggestion for making some progress here, obviously there is a strong basis here, just needs to be in the context of how 30% df stunted growth of the average fleeter in comparison to how the eco increases to x8 benefited miners

    Eco 10x instead of 8x


    Positives:


    - Able to reach that next insanely high mine or research level that much faster

    - Players who have the highest mine levels gain a passive boost over those who spread out their spending at a similar point level (high level miner benefit)


    Negatives:


    - More res passively building up overnight that might encourage more attacks (this is likely to be a small effect but it is a concern people have)

    - Top players become even more impossible to catch up to because the passive boost to their mines outpaces active fleeting gains even more (on the whole)


    Outcome: If your only goal is to have the most points possible on your own account with no concern about what is happening around you then this is always positive. If you are worried about the overall impact on the universe, it has some good and bad that relatively balances out. Whether this happens or not makes little difference to the actual playing of the game other than numbers going up.


    2x friendly speed


    Positives:


    - Expedition and Discovery missions happen faster which pretty much everyone would want

    - Faster moving around of resources


    Negatives:


    - Changing friendly speed means planet distancing that used to be enough for overnight fleet saving will now be too short, even at the minimum 10% speed with a death star, meaning some players will need to change their planet locations and it takes a lot of dark matter to do this


    Outcome: The best solution would be to separate friendly fleet speeds from expedition/discovery speeds. An increase to expedition/discovery helps new players who want to be competitive as quickly as possible to catch up to the top players even faster (until they hit the plateau of 3/4 billion points mentioned in a previous post) with the disco play style and makes higher level disco more viable. However, if friendly fleet speed is increasing then it should come with 3 to 5 free planet relocations. If neither of these happen then you're going to have a lot of people who won't want this because they set up their accounts how they like to play them based on the 1x fleet speed.


    Debris Field set to 50% instead of 30%


    Positives:


    - Bigger bonus from crashing bigger fleets, making active targeting of other fleeters more beneficial

    - Helps to offset any ecospeed increase that otherwise benefits high level miners more than high level fleeters by making active fleeting a more viable means of making up that extra res that the miners would be getting

    - Smaller players who like fleeting can move up the ranks even faster


    Negatives:


    - Concerns of more profitable overnight bashing (again, a very small increase in the gains that could be got from this, but some people are really against anything that benefits people who play this way)

    - Thought to mostly benefit whales (big crashes already gain more points in one go than most players will get in five years of playing if they don't spend money on the game)


    Outcome: On the surface this seems like a bigger issue than it actually is for miners. Miners are mostly targeted for the giant amounts of res they move around in their cargoes, not the value of their ships. With eco speed already being at 8x, it makes sense for debris field to be at 50% to make fleeting a more viable option for the AVERAGE player. Yes, top fleeters benefit, but fleeting becomes more viable for the 1000 rank players too. It brings balance to the overall game to have 50% df with 8x eco, even if those at the top still serve to benefit the most. Players only get this benefit from actively fleeting which encourages people to play the game more. Whales are going to whale regardless of the settings so being against something for that reason doesn't make much sense.


    Deuterium into Debris Field


    Positives:


    - A player can better offset their fuel costs when making a successful crash

    - More deuterium available in the universe encourages more fleeting


    Negatives:


    - Once upon a time, fleeters needed miners for their deut, anything that puts even more deut into the game makes it easier for fleeters to play independently of miners, which further impacts the balance of the (already heavily unbalanced) game


    Outcome: Mining style players who mainly have large cargoes will lose nothing extra from the change in this setting. However, more deut in the universe means more fleet movements which means a higher possibility of mining style players getting attacked more (you may disagree but this is the concern and why mining players vote against this). Unless part of a package deal or forced by the developers, this is unlikely to ever pass on its own.


    0.7 Deuterium consumption


    Positives:


    - Fleets can go further for cheaper (yay fleeters)

    - Big fleets can have a go at other big fleets more often


    Negatives


    - Fleets can go further for cheaper (oh no miners)


    Outcome: In a universe where people aren't mass attacking players for little to no profit this change would mean little, but since that isn't the OGaming environment of U1 the idea of players being able to send their fleets even further for the same deut cost is going to be heavily contested. This is one of those settings where the actions of the few impact the overall perception of the many and that is likely to prevent this type of change from ever happening.

    I’m not looking for an argument, but in my opinion, eco speed up to 5x is fine for Miners. Beyond that, it just means having more resources to protect while you’re asleep. In other words, it increases the chances of being attacked, which means more defense is needed. But with BC enhanced by Lifeform, even plasma turrets are no longer a real obstacle. And if deuterium consumption is also reduced, it becomes even harder for Miners to defend themselves. Honestly, I’m not exactly sure what changes would truly benefit Miners in U1. And while it’s off-topic from the main purpose of this thread, as a Miner, what I really wish for is that the bonus of the 8th planet slot could be given to slots 7, 8, 9.


    Hadn't considered it before but that eco argument is interesting and valid. Granted, what is a worthwhile target to attack has changed as the eco production has increased, but back in the day you could build enough defense so your overnight production would never be profitable or would be so minimally profitable that there would be no point to bothering. Now there is no defense big enough to protect against 0 loss fleets because big defenses get bashed until that's a possibility. Most people aren't piling money into the game to build defense, they do it to build fleet, so someone can bash your defense into nothing even if they take losses, then buy their fleet back, but the defender isn't likely to rebuild their losses to the same extent. As you said, the faster res are produced, the tastier a target any planet becomes. so while Increasing eco amount seems like it benefits mining style players, it may have just as many drawbacks. If we're focusing on personal growth then, yes, eco increases always make miners grow faster, but considering that extra growth in relation to the rest of the universe, it may not be all that significant. I'm thinking mining style players would be happier to vote for things like increased debris fields and less deut consumption if defense was more effective but fleeters definitely wouldn't want that to happen.

    If Thuban has 10x economy when their top player has nearly 3x the points of Universe 1's top player, then Universe 1 should be able to get the same. If the recent merge showed anything, it's that the settings in U1 are starting to lag behind. Who would have thought there would be a merge where Vega got more interest? The speed of war and peaceful fleets shouldn't change (I know that wasn't suggested, but it is an issue people who are used to the faster universes have for why they don't come here) so U1 may always suffer from people seeing the speed change as a "downgrade", but such is life.


    10x eco and df to 50% seem like they would make U1 more desirable again. Deut to debris field is still bound to be contentious because of how it is perceived. Less deut consumption might have been possible if top players weren't already playing 2x speed in this 1x speed universe, so an even greater advantage to being able to farm people from even further away isn't likely to get the support either.


    If we really wanted to improve U1, smaller fleeters being able to profit more off of bigger players would be a real game changer. Say, if a player is 20 ranks above you either in score or military points rank (just because 20 ranks is already a standard for other things) then you get an extra 10% from hitting them, and if they are significantly higher ranked than you then maybe you get 100% df? We have a lot of ways for the rich to get richer but some kind of balancing like this, especially in such an old universe, might give reason for people to play here again. Probably difficult to implement but would give more motivation for smaller players to be active and interacting with higher ranked players.

    I posted this earlier in a link so, before it becomes a complete mystery, one extra post here to preserve it.

    The Most Unlucky Hall of Fame? (March 15th, 2006)


    Being new to OGame and trying to balance timing with resource management and moving ships as well as avoiding other people's ships can get quite hectic. When two people struggling with this at the same time end up in a battle together, the result can end up like this (though all wasn't lost, because it seems they each made a new friend). Lord Hyo shares the unlucky event.


    When old OGame turned into more modern OGame (we miss you classic OGame look...sort of), a lot changed and this post was meant to help people with the transition.

    Safira's Post On The OGame Redesign (June 17th, 2010)



    When the very first merge happened, a lot of people were up in arms about it but it was an exciting event for a lot of players. You had Graf Zahl, Eddie, urza, Hogar Stashni, no 88, pinky, Cyyoung, and various other greats merging into the same universe, Universe 1, and you could feel the combined tension as no one knew what to expect. The old debates about "who is the best player?" seemed like they would finally come to fruition. Of course, some of these legends left anti-climatically, but enough stayed that it made for a very interesting first few months. With the way the archives are now, a lot of universes are all mixed together which makes archiving difficult, but below are the first few months of CRs before everything became so cluttered that it wasn't worth continuing.

    Azgaroth's Guide To Fleet Composition (January 23rd, 2011)



    Turtles and Defense (by Tragic Escape) (March 12th, 2006)



    The Punish-ed's Fleet and Defense Statistics (July 31st, 2007)



    Crystal Clear's Player Types Guide (June 11th, 2008)


    Safira's Guide To Fleetsaving (June 14th, 2010)


    Mines and Nanites (by TragicEscape) (March 12th, 2006)



    How To Become The Best...In Three Weeks! (by alveress) (December 25th, 2006)



    Moon, Jumpgate, and Phalanx FAQ (by LeftNut, with many edits by OGame Staff members) (October 20th, 2007)



    Activity (*) Explanation (by Safira, based on a FAQ by Merlin) (June 14th, 2010)


    Jonathan The Great's Unofficial Universe 1 GNN Report (July 1st, 2013)



    ***********************

    OLD GUIDES

    Ban Issues (First post by Cassandra Vandales on March 7th, 2005, Second post by Cavalier on December 6th, 2005, Third post by PinkFloyd on April 23rd, 2006)





    Early Game Guide (by DanCake, posted by bibob) (March 12th, 2006)



    Explaining Battle Calculations (by Cassandra Vandales) (September 17th, 2006)



    Addition to the above by IMNVS (September 29th, 2008)



    Early ACS Combat (by Iceman) (February 26th, 2007)



    Addition to the above by zinzin (February 28th, 2007)



    Rapidfire Guide (by Burzum) (February 28th, 2007)



    The Fallen Angel's Blind Phalanx Guide (April 7th, 2008)


    Cass Tries To Prank The Whole OGame Community (April 1st, 2006)



    Asjo Quick Counts Who Has The Most Death Stars (December 15th, 2006)


    While it's odd U1 is so low on that list, it was hardly a complete list, and U1 players were very active about targeting anyone with RIPs to prevent people from building them up until someone eventually got big enough they couldn't be stopped (I have no idea who that would have been, probably someone in Mara.DIM).


    lioness666 interviews Keyser Soze (February 22nd, 2010)



    lioness666 interviews CBBK + U43 Update (July 3rd, 2010)



    nischu interviews Lawless + lostcause shows off most wanted players/alliances (November 13th, 2012)




    Wraith02 Celebrates 8 Years of JeB In Universe 1 (September 22nd, 2012)


    There was apparently an old Roleplay section that was freshly christened by trolling RoLUEsers (who did seem to be following the rules, albeit not being in any way serious about it and only making a vaguely connected story one sentence at a time) but that other users of olden times used more seriously. I only recognized a few users from back then so their stories will be shared here too.


    Godfather8769 Roleplay Story (May 1st, 2005)



    DJ Delta Roleplay Story (October 17th, 2005)


    Part 1



    Part 2



    Baalphegor / Logbo / Death 32 Roleplay Story (January 3rd through 27th, 2006)


    Baalphegor Part 1


    Quote

    [UrQuan] Somewhere in the darkness....

    Somewhere out there. There was a darkness that found light. And in that light, there was hope. And in that hope, existed a belief. That there was a reason, to return.....


    The fallen leader of one of the most glorious empires this universe has ever known, finds herself wakening in the cold darkness. As she reaches out with her mind to her former brothers and sisters, she finds herself wondering if she has been gone to long. Her Alliance has moved on, joining with others and forgetting thier former selves. Now she is alone and forced to start over once more, one planet at a time, to earn the respect she had so diligently fought for once upon a time. A respect she held more dear then her own morals. Where are her allies and friends now? And do they even remember her name?


    Baalphegor Part 2



    Baalphegor Part 3




    Logbo Part 4



    Death32 Part 5



    Baalphegor Part 6



    Death32's History of UrQuan (January 22nd, 2006)



    And now on to something different

    TheSystem's Guide For n00bs


    Part 1 (May 22nd, 2007)



    Part 2 (June 30th, 2007)



    Part 3 (August 30th, 2007)