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Perhaps we could give the colony ship a task besides making colonies and helping to colonize FS. (Side note to colonization FS, some people say they should pop * on the blank spot and give fleeters a chance to time back those fleets. Maybe Science vessels can help hide that * VS their espionage level or something. Last second thought lol) Since you unlock expedition levels with astrophysics and also unlock new planets maybe we could use the ship correlated to this tech to assist in expeditions? …
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This would only effect one planet, then you find others to locate near etc. Where ever miners set up shop/alliances and friends set up inevitably fleeters will come to as well. Seeding this way will make universes more organic. Imagine what happens when an alliance breaks up and you have battles where lots of players have planets. Also you would have to have some planning for IPM and lanx range. And GF would love this because it'd likely bring more DM use through relocations Suddenly referral co…
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Quote: “New universe seeding I started a Yakini.us account and was... disappointed? with the spread of players.. 1:1-200ish has players intermingled, the rest of g1 and really the rest of the uni is 100% empty. The old way of seeding a universe doesn't work anymore because we don't get enough players. I suggest spreading new accounts in the seeding 1 per solar system until a galaxy is filled. The uni and galaxies are CIRCULAR now and are being seeded in the old way still. Give everyone a slot 8 …
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Officers
PostGreat to hear from someone that can speak for GF. And great to see progression that all of the player base wants to see
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probeing moons
Postcheers they've listened to a good suggestion!
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Officers
PostFeeling a bit vindicated board.us.ogame.gameforge.com/b…test-universe/#post573553 They should still make rss a pay feature and tweak officers a bit imo because commander is 100% free now basically But I'm happy they perhaps listened
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How about if you could only receive reports from other activated alliance depots within range of your own activated depot? Don't want to feed the alliance system with reports keep it deactivated? I know the coding would probably be more than we could ask gf for but just trying to think of how to change this building so it HAS a use, besides being a neat graphic on the facilities tab
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It might be a useful building if it actually did something useful Building may be activated or deactivated. When activated the alliance depot receives espionage reports from your allies when probed within its effective range. Give it the same range scaling as phalanx sensors. Make it gradually drain deuterium while activated, the higher the upgrade the more it drains. It's not a brilliant idea but it'd make a useless building have a purpose and kind of makes sense for what its called and the rol…
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probeing moons
PostOfficers <-- clicky Change officers roles a bit and change their benefits a bit. Make moon scan free and all officers desirable. If moon scanning was free you'd have a HUGE surge in competitive fleeting IMO. 90% of the players who don't pay mine at best, and turtle or inactive at worst. You can make small adjustments on officers so people still buy them and also give everyone free moon scan, its a win for everyone. pff, if commander let me do expeditions and not clog up my normal fleet slots I'd…
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"In an effort to preserve their own lives and livelihood merchants retreat from planets/moons that are under attack. Being neutral they have no desire to be part of a conflict and become collateral damage, but gladly return shortly after hoping for business after calamity. Disaster capitalism." Basically everyone complains about one merchant feature or another being abused during/after attacks. Player A blind lanxes player B. Player B instantly uses 750kk resources at the auction between follow …
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Ipm & Abm
PostGood point
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Ipm & Abm
PostI think you should be able to make AND delete them from within the defenses tab rather than swapping to the facilities, selecting them from silo, then delete. Easy and useful