Use the lost resources of a combat

    • Fleet, Defense and Combats

    • Salem wrote:

      I dont think it makes it more difficult. in every universe I started singelhanded it was allway harder in the beginning then playing with some people togheter I knew from an other universe. even if we all startet with 0 points.
      And with ACS you have to play togther sooner or later, otherwise, there is no sucess.


      There is, but you'll havev to fight for it..hard.
      Currently i'm playing solo in one of our ACS universes and i've managed to conquer a neat spot in the t20... if it wasn't for the uni to have 50% fleet-top-debris i think my raiding style would have gotten me higher up the rankings already...


      Eitherwya, doesn;t this idea simply means you have to attack the same guy more often? It's liek with raiding, you're only getting 50% per wave, so you're just spamming waves until you reach the bashinglimit or it's no longer worht the effort. If i attack a target and i know 10-70% of his fleet will somehow fly home or remain after combat, i'd time a second fleet right behind it and crash it again, and again..and again. yes this does mean to kill a small play means i'd probably need over 6 or seven times the fleet he has, but considdering the differences between the top and bottom, i don't see that as a problem really.

      Apart form that, isnt it a tad counter-intuitive that if i had 100 ships worth a million euros, I start blasting my plasmacannons and 70% returns safely home, while EXACT 30% is turned into debris? Ever seen an object explode due to kinetic impact in a gravitationless environment? Half the ship would probably be vaporaized and useless, the other half woudl most likely drift a part and keep doing so untill it's over gravitation takes over. Having 100% of the fleets recycle, seems a bit overkill and frankly being crashed isn't half as bad as before..since most ships wil return anyway...

      To make this viable, I'd only return a maximum of half of the ships thet are normally lost in combat(in a normal uni that would be 35% which will return, in a 50% f2d it woudl be only 25%), this way you'll still have ships left to continue raiding, but you're damn sure going to save the next night :P

      "When everything is allright, there's nothing left," -Su Majestad Rey Nemaattori el Primer, 1st Dutch player with 2,5 mil points.
    • Well, I see the idea behind - to make OGame look more MMORPG'ish and attractable for casual players. I like the suggestion except the proposed amount of what a fleeter gets back after the battle: a restoration of more than 30% of initial fleet would be unfair - at least, if all communities aren't going to change "the crash repair rules".

      I believe that five years ago the design team could only foresee a year (or may be, a little bit more) of what will turn out of this game. In other words, I mean there were no serious expectations of seeing fleets containing 1.000 Death Stars, 100.000 cruisers and so on...

      The problem is that OGame's initial design presents itself a terrible mix of grind, uncontrollable process of undetectable "supportive accounts", "one mistake and you're out" Ultima-based rule (which isn't appropriate for most browser games, tbh) and a nightmare of "losing it all" because one day "you couldn't press that Overview button every half an hour".

      I've always been laughing at top fleeters in OGame: if you want to see crazy people, you get on these forums and just read, without any necessity to comment. Therefore, I think it's in Gameforge's best interest to bring more mentally healthy players into this game. Look around and ask yourself: who's left in old Universes? It's "them" - the folks Gameforge should take "special care" of... hehe. ;) Perhaps, when this suggestion finds its way to the design team, more gamers will get a regular, better sleep and no necessity to live for years (days & nights) with that "dull Tamagochi".

      Enough said. :) The topicstarter gets +100 points of my personal respect and I hope to see the majority of the above one day in the game! :thumbup: Kudos for reading.
    • Even though this tread was made over a year ago, I think it might be a good idea to take it back into the discusion again.
      I have played the new system, both as a team member and now as a normal player.
      I have talked to a lot of people, both those that have started to play and those that doesn't want to try it, because of the new thing "flee fleet"
      So fare noone have said that they like the new game. Very few understand it, and get pissed several times a day. So it might be a good idea to take Francolinos suggestion into the game, instead for the flee-thing.

      anyone?




      Wednesday, August 25th 2010, 12:42am
      Use the lost resources of a combat


      How to avoid that players leaving Ogame after a lost battle ?
      How to avoid to loose the complete fleet with an attack ?
      How to include unexpected events for all players in an universe ?


      The solution : Use the usualy lost resources of a combat - not only the usual 30% which goes into the debris field

      Declare only the ships for the debris field as "exploded".
      The other ships are only defect and fly back with a delay to the owner and other planets near to the combat.

      - 70% of those ships fly back to the owner. --> He is able to restart his account and a lost attack causes not the dead of the whole fleet (He gets ca. 50% back)
      - 10% of those ships fly randomly to the next planets in the system. --> unexpected event for other players.
      - 20% of those ships fly randomly to the next galaxie systems. --> unexpected event for other players.


      To avoid "an one point account gets a RIP" add some rules based on the account points.
      To avoid the next kill of those ships :
      - Add a random delay for the return flight, NOT phalanxable
      - Or let them return to an user selected hour on every day (e.g 4pm)

      Numbers are only for example, of course.


      Regards, Francolino





    • Ok, I'm going to take a point of view of an economist.

      "Diplomacy is nothing but a popularity contest."

      Point being, if you try to have everything in one place, you'll definitely loose about 30-40% of players. That's why you have different parties, competing for the majority in the parliament.

      So, instead of endlessly debating whether there should be newbie protection, what kind, and things such as that, with the excuse of trying to protect new players, and basically ruining the game for those that have been playing for a long time (me personally from 13th uni onward), let's take a new point of view, employing different philosophies employed by economists/politicians around the world. And do not forget, that ogame has a steep learning curve, and a new player just starting out in any kind of uni, would get hit over the head just by being there. That being the basis of my reasoning, read on ...

      First off, how about not implementing everything into one server, but letting the players choose? Much like the speed, res to DF, def to df pool, in a way, maybe you could implement three different servers, at different statistics.
      First, I'll start with the Liberal Socialistic way.
      This server could be pure vanilla as far as the DF and speed are conserned, but with the new newbie protection implemented in origin. Granted that newbie protection would need a few tweaks, but it would work great for newbies trying to learn. It would also be a server, where old players that wish to teach new ones, would go, gather up into alliances, take on new members, give them the "know how", without too much risk to the new members, while they are learning the basics of the game, and how to properlly fleet save.

      Second, a democracy server, for newbies to get their warm-up, basically with the newbie protection, but without the fleet running away thing ... maybe a protection based on the previous idea, but that 30% of the ships return to the planet unharmed, 30% goes to the DF, 40% is lost forever so yeah ... usually the second hit would not be really profitable that way, especially if you put a random timer on it (somewhere between 2-4 hours seems reasonable).

      Now, the third, my personal favorite, the Libertarian "Pro" server.
      Speed should be free to choose (though I think that peeps would opt for the x4 for the first week, then x2).
      Now, this is the ice braker.
      No newbie protection. Nothing what so ever.
      If you're 500k, or 5k, it's a Free For All world.
      I know this may seem irational, wierd and downright crazy.
      But take a moment to think about it.
      Most of the experienced players are hard to get either way. So that wouldn't be much of a change.



      The point of this idea is, that you drastically ease on the learning curve, give the players the chance to learn, before throwing them out there, and still, the ones that wanna play like mad, and crash all over the place, can play the last one, keeping the game interesting for them also.