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  • Enemy fleet cargo scanner.

    Guritchi - - Suggestions

    Post

    Quote from Blackmass: “Quote: "the supercomputer compares changes in the spectrum, gas composition, and radiation emissions, to a base line chart of known changes of the spectrum created by various ship movements.The resulting data then displays activity of any fleet within the range of the phalanx" ” My space physics is a bit off.. I am not sure if it's possible in space to retrieve a ship mass from acceleration or only ejected mass. Anyway with only overall resource points, your idea could wor…

  • Enemy fleet cargo scanner.

    Guritchi - - Suggestions

    Post

    Quote from TGWo: “[...] Why I never see proposals to make the game more difficult and strategic (apart from those that focus on dark matter)? ” As I commented earlier, I disagree with current suggestion as phalanx is already very powerful. But I disagree also with your comment : there are a lot proposals to extend the strategy of the game & reduce useless loss of time. Difficulty and Strategy are two very different things. There is strategy and planning in Ogame; but no overwhelming difficulty: …

  • Another idea : - In fleet navigation tab, add the option to split and recall only part of a fleet (if max mission limit is not exceeded). In order to adjust attack after espionage - to prevent tactical retreat from opponent and/or retrieving some ships faster.

  • Enemy fleet cargo scanner.

    Guritchi - - Suggestions

    Post

    Quote from Blackmass: “The Idea is simple activate the enemy cargo scanner so when lanxing an enemy fleet we can see the goodies inside. to be able to make sure if the target is a profitable hit ” I disagree for my part. It was not implemented from the start, because it would make phalanx way too overpowered & It does not really make sense technologically speaking. That said, maybe another type of espionage could permit to retrieve cargo manifests (hacking, ...); one that would notify targeted p…

  • sounds about right ! it will prevent unwanted ACS Defend & still serve the purpose of extending interception possibilities

  • Allowing ACS Defend on anyone would permit to take even greater advantages of sensor phalanx by scanning potential targets and intercepting attacking fleets. The battles would only be dishonorable for the ACS Defender if combined military points exceed the threshold (as it should always in my opinion) Time constraints, Recyclers speed & SP range will still make the exercise difficult; but at least the possibility will be there.

  • Quote from TGWo: “Quote from Guritchi: “[...] In alliance, miners are extremely valuable to reinforce fleeter & support other players with resources or deut. ” so you are not a harmless civilian that should not be attacked, but you are a military target. ” I disagree, those turtles are just active corporation. So it is understandable that there are more likely to be honor neutral targets. They could become "honorable targets" in time of war as they supply enemy military; if wars were effective i…

  • Quote from TGWo: “Quote from Guritchi: “No it is not fully balanced, because it takes unintentionally into account number of planets (if you have half the defenses as the defender built on four different planets; you will have two times more defensive military points) ” if defender has less planets of you, normally it will have less general point, so you are attacking someone less heavy of you .............. so i don't understand the question about number of planets.” "Normally"... you answer yo…

  • Quote from TGWo: “Quote from Guritchi: “defenses built on other planets count as much as military fleet ” this is true also for attacker and for ships of attacker ......... so sound balanced ” No it is not fully balanced, because it takes unintentionally into account number of planets (if you have half the defenses as the defender built on four different planets; you will have two times more defensive military points) Quote from TGWo: “Quote from Guritchi: “it does not depend on the specific con…

  • In the continuity of this Thread, I would love to see two setups for fleet travel speed: one for outward journey & the other for the return trip. Deuterium cost would of course be adjusted This way, it would be possible to sync a fleet with maybe slow outward trip, but still make it come back fast if enough deuterium is available ,,

  • API automatic copy

    Guritchi - - Suggestions

    Post

    I cannot believe you had to up this suggestion since January... whereas it is probably one of the best & simplest idea to implement

  • I think the whole honor system should be reviewed.. because right now it rewards way too much fleeters. Since it is based on & only on military points : - it doesn't take into account player overall level (global points) - defenses built on other planets count as much as military fleet - it does not depend on the specific configuration of a given battle (attack against a new colony with few defenses & lot of resources should be dishonorable OR at least honor neutral) - HP reward isn't proportion…

  • Actually my only reason behind the second part is that I like the Idea of broadcasting the Attack Alert to Alliance members (or Buddies) when being attacked. It is a good way in my opinion to reinforce Alliance cohesion & encourage ACS Defend. But it does not need to be automatic, the alert can only be broadcasted after the "Request for Help" has been sent by attacked players. It could be turned off via the shared 'Unsimulated Attack Report'

  • I agree with you concerning the second part (crossed out) Concerning the first part, what could limit possible abuses would be to allow only to reorder production per 'block' and prevent replacement of on-going block. Example: (on going) 119 LF (pending) 200 LL - 100 C - 50 BS If you can choose to produce your 100 Cruisers and/or 50 BattleShips before your Light Laser turrets.. but in anycase, you will have to wait for the on-going production block (119 Light Fighter) to finish production AND yo…

  • Quote from TGWo: “Nice to read your ideas, but did you thought that any part wrote is an increase in cost of production ? So if you increase cost, you have to be sure to increase incoming more more that actual incoming. 1) if i have to pay to play, i want to be sure that support is h24 ........... but this want to say to pay someone to work in support 2) if i pay, i want to see fast resolve of bug and often upgrade ............ but this want to say to hire more developers (that want to be paid) …

  • A button Request of help when attacked would greatly emphasize ACS defend This button could allow a player to send a message to alliance members with attacking fleet composition and a willingly sent espionnage report of planet being attacked (defenses, stationary fleet, researches). The main steps could the same as when sharing an espionage or combat report, so it is easy to implement for GF. How this would work if you are being attacked: 1. Click on attack alert symbol (cf. red zone in screensh…

  • Since a production queue is available for ships & defenses, a nice feature would be enabling to reorder blocks in production queue to prioritize a certain defense type, or ships over defenses. Better yet, enabling to cancel & (part)refund production of ships and defenses

  • That's exactly why I said that reward in term of resources or DM should remained rare