I've seen a great many suggestions for keeping OGame alive, but many of these would require more programmers working more hours to implement and, perhaps, maintain. I also feel that there needs to be a macromanagement of existing universes to keep them alive, once the right 'tools' (like adjusting the frequency of random events in a given region, or upping the return on DM from expeditions) are established. The problem is, of course, money. Money means dark matter - players need to buy more! But the problem with dark matter is that they will be less likely to buy dark matter if the results are not tangible enough, and the more tangible the benefits of buying dark matter, the less fair the game will be for those players who do not want to pay. So, my proposal is twofold:
1) Create more non-money ways for players to attain small amounts of Dark Matter
2) Create more ways for players to spend both large/medium/small amounts of Dark Matter
The two have to come as a package or else it won't work! If players that choose not to spend on OGame are still able to attain somewhat significant amounts of dark matter and receive tangible benefits from this dark matter, they are less likely to feel cheated by the advantages had by those players who buy dark matter AND they are MORE likely to actually buy dark matter! Dark matter will become a resource that is produced and spent on a more regular basis, encouraging not only player participation regardless of whether more purchases are made, but money flow towards gameforge to expand their operations and potentially deepen the OGame experience with more labour-intensive features. Also good for the economy.
Specific proposals:
Earning Dark Matter:
Expedition Bonus: this is currently being tried right now, and it's not only made me go out and get more dark matter, it's actually made me make sure im going on as many expeditions as I can, which leads to a few more raids too while I'm at it! This could be a regular thing, at 2x, 4x, and 8x - even 16x if they're desperate!
Vassalage: The new invite-your-friends system could be seen as the seed for a more developed vassalage system. Basically, it would allow a higher-ranked player to designate a portion of his income to be automatically transferred to a lower ranked player's home planet. He is then motivated to give good advice, and even help the lower ranked player, because the game will then give him a weekly stipend of Dark Matter based on a formula that multiplies the amount of resource he transfers (perhaps in absolute terms or as a percentage of overall income) by the amount the weaker player grows (perhaps in absolute terms or as a percentage of their overall score)... maybe it should also be possible for him to donate ships to his vassal, to help his vassal go on raids - these ships could never be given back. The stronger player is automatically forbidden from attacking his vassal.
Fleet Destruction: When a player is involved (whether a winner or a loser) in a battle that produces a percentage moonchance, that percentage x10 will be given to him as Dark Matter - maybe this could be explained as the debris field from the souls of all those who died... lol... both players in a battle would receive the same amount. A Moonshot, then, would have the added benefit of giving each player 200 Dark Matter. The dark matter would not be limited by the maximum chance of a moon being given... maybe the maximum DM one could receive from a battle would be 1.000.
Additional tutorial missions.
Other ideas?
Spending Dark Matter:
Research: Each level of Astrophysics could cost a small amount of Dark Matter to research, perhaps 100DM for level 1. With all the other ways of earning Dark Matter, this really isn't so oppressive! It would be necessary, perhaps, to start accounts off with more dark matter, or make more tutorial missions that reward a player with Dark Matter.
Cargo Retrofit: For 25 and 50 DM, a small and large cargo (respectively) could be outfitted with a cloaking device that gives a 90% chance that attacks directed towards them will be redirected towards a non-cloaked ship. This is actually just a slight benefit; considering that in many circumstances each cargo is likely to have far more than 10 shots directed against it per round, it will take a lot of hits. After a battle, the retrofit has been spent. Allows easier resource raids against well-defended planets.
Micro-officers: Shite name obviously, but the idea would be like this: right now you can get a friend point and spend it to enhance the production of one mine on one planet for one day. Why not allow DM to purchase this? 350 DM to enhance the production of one mine (or solar plant) on one planet for one day by 15%... it could get quite addictive! Also, +1 to weapons/shield/armor for one day? +1 to esp tech? +1 to computer tech? (if you fill up your fleetslots and then find yourself under attack, this might be reallllly useful)
Extra Planet Slot: For 1.500 Dark Matter per day, players can have an extra planet slot. This is the real money-maker, right here. When their extra-planet slot runs out, that planet becomes shaded gray and cannot be used anymore - but it still exists! Players who maintain a mobile colony might instead opt to use all their planet slots and then purchase this extra planet slot when they need it for a mobile. Now, what happens when the time runs out on the planet and you have a fleet stationed there? Maybe the fleet could be trapped there! This could be a pain in the ass, or an intentional strategy - nobody could attack that fleet on that planet, because the planet would be out of operation. Or the fleet could automatically be sent back to your homeworld at no deut cost but at a really slow ass speed... perhaps this would need to be unphalanxable. Miners could be affected on a whole other level: They could actually develop this extra planet in advance of their astrotech allowing them to keep it, or they might simply have that extra planet so that when they really needed the extra resources they could just take all their DM, spend it on temporary mine upgrades and keeping this planet operational for a few days to have it send out some resources! They might get in the habit of depending on this planet so much that they actually go ahead and spend money on Dark Matter.
Basically, if you want players to buy dark matter, you need to get them in the habit of spending it - this is why it was a really great idea to allow players to earn dark matter through expeditions, but that might not be enough.
Any other ideas?
1) Create more non-money ways for players to attain small amounts of Dark Matter
2) Create more ways for players to spend both large/medium/small amounts of Dark Matter
The two have to come as a package or else it won't work! If players that choose not to spend on OGame are still able to attain somewhat significant amounts of dark matter and receive tangible benefits from this dark matter, they are less likely to feel cheated by the advantages had by those players who buy dark matter AND they are MORE likely to actually buy dark matter! Dark matter will become a resource that is produced and spent on a more regular basis, encouraging not only player participation regardless of whether more purchases are made, but money flow towards gameforge to expand their operations and potentially deepen the OGame experience with more labour-intensive features. Also good for the economy.
Specific proposals:
Earning Dark Matter:
Expedition Bonus: this is currently being tried right now, and it's not only made me go out and get more dark matter, it's actually made me make sure im going on as many expeditions as I can, which leads to a few more raids too while I'm at it! This could be a regular thing, at 2x, 4x, and 8x - even 16x if they're desperate!
Vassalage: The new invite-your-friends system could be seen as the seed for a more developed vassalage system. Basically, it would allow a higher-ranked player to designate a portion of his income to be automatically transferred to a lower ranked player's home planet. He is then motivated to give good advice, and even help the lower ranked player, because the game will then give him a weekly stipend of Dark Matter based on a formula that multiplies the amount of resource he transfers (perhaps in absolute terms or as a percentage of overall income) by the amount the weaker player grows (perhaps in absolute terms or as a percentage of their overall score)... maybe it should also be possible for him to donate ships to his vassal, to help his vassal go on raids - these ships could never be given back. The stronger player is automatically forbidden from attacking his vassal.
Fleet Destruction: When a player is involved (whether a winner or a loser) in a battle that produces a percentage moonchance, that percentage x10 will be given to him as Dark Matter - maybe this could be explained as the debris field from the souls of all those who died... lol... both players in a battle would receive the same amount. A Moonshot, then, would have the added benefit of giving each player 200 Dark Matter. The dark matter would not be limited by the maximum chance of a moon being given... maybe the maximum DM one could receive from a battle would be 1.000.
Additional tutorial missions.
Other ideas?
Spending Dark Matter:
Research: Each level of Astrophysics could cost a small amount of Dark Matter to research, perhaps 100DM for level 1. With all the other ways of earning Dark Matter, this really isn't so oppressive! It would be necessary, perhaps, to start accounts off with more dark matter, or make more tutorial missions that reward a player with Dark Matter.
Cargo Retrofit: For 25 and 50 DM, a small and large cargo (respectively) could be outfitted with a cloaking device that gives a 90% chance that attacks directed towards them will be redirected towards a non-cloaked ship. This is actually just a slight benefit; considering that in many circumstances each cargo is likely to have far more than 10 shots directed against it per round, it will take a lot of hits. After a battle, the retrofit has been spent. Allows easier resource raids against well-defended planets.
Micro-officers: Shite name obviously, but the idea would be like this: right now you can get a friend point and spend it to enhance the production of one mine on one planet for one day. Why not allow DM to purchase this? 350 DM to enhance the production of one mine (or solar plant) on one planet for one day by 15%... it could get quite addictive! Also, +1 to weapons/shield/armor for one day? +1 to esp tech? +1 to computer tech? (if you fill up your fleetslots and then find yourself under attack, this might be reallllly useful)
Extra Planet Slot: For 1.500 Dark Matter per day, players can have an extra planet slot. This is the real money-maker, right here. When their extra-planet slot runs out, that planet becomes shaded gray and cannot be used anymore - but it still exists! Players who maintain a mobile colony might instead opt to use all their planet slots and then purchase this extra planet slot when they need it for a mobile. Now, what happens when the time runs out on the planet and you have a fleet stationed there? Maybe the fleet could be trapped there! This could be a pain in the ass, or an intentional strategy - nobody could attack that fleet on that planet, because the planet would be out of operation. Or the fleet could automatically be sent back to your homeworld at no deut cost but at a really slow ass speed... perhaps this would need to be unphalanxable. Miners could be affected on a whole other level: They could actually develop this extra planet in advance of their astrotech allowing them to keep it, or they might simply have that extra planet so that when they really needed the extra resources they could just take all their DM, spend it on temporary mine upgrades and keeping this planet operational for a few days to have it send out some resources! They might get in the habit of depending on this planet so much that they actually go ahead and spend money on Dark Matter.
Basically, if you want players to buy dark matter, you need to get them in the habit of spending it - this is why it was a really great idea to allow players to earn dark matter through expeditions, but that might not be enough.
Any other ideas?