Forum - Space Odyssey MMORPG - a massive free online space game

General Talk => Design & Strategy Room => Topic started by: darklordofthesith on May 29, 2006, 03:27:15 PM



Title: Stratagy
Post by: darklordofthesith on May 29, 2006, 03:27:15 PM
I see there are many things I can do to improve myself.  I can hire workers, I can attack for more biofarms.  I can mine at a planet in the galaxy.  So whats the best thing to do?

I have 3,500 segents and 4,000,000,000 workers getting me 1,500,000 cash each time.  So what I don't understand is what is the best thing to do, should I concentrate in one area, or should I do a little of everything


Title: Re: Stratagy
Post by: Borg! on May 30, 2006, 11:42:10 PM
get some power ships and do missions


Title: Re: Stratagy
Post by: darklordofthesith on May 31, 2006, 04:17:09 PM
ok, how much power, and what type of ship works best?

I would like to know...

1)  say for a 1% mission power, how much fleet power do I need to not take too many losses and end up recieving insurance?

2)  Should I use an attacking or a defencive ship

3)  Should I use swarmers or a big power ship?  Or does it not matter?

4)  How many differant fleets should I use.  Just the one?  Or should I get many and spread the power?  Or even many and keep the power at the top?


Title: Re: Stratagy
Post by: Dragonlings on June 01, 2006, 12:14:22 AM
In the long run, your secret base is the most important.
If you have a big ship, 1 - 20% missions shouldn't kill your ship. You should win all missions if you have 3 fleets. Use equal attack and Hp, no defense.
Using a swarm could help or screw you over depending on mission hardness and number of ships you lose


Title: Re: Stratagy
Post by: Seither on June 01, 2006, 12:16:23 AM
it won't kill it until you reach a higher power in the game. once you get up towards the top ten's current power, missions will become very hard.


Title: Re: Stratagy
Post by: Valefore on June 01, 2006, 02:12:42 AM
Super ships (in my expierence ) worked best for me when i passed the trillion power mark last round..


Title: Re: Stratagy
Post by: Seither on June 01, 2006, 02:54:02 AM
yes, but last round was different. He changed stuff around this round.


Title: Re: Stratagy
Post by: Valefore on June 01, 2006, 11:36:56 AM
True, but how much of it affected the larger SS's?


Title: Re: Stratagy
Post by: Seither on June 01, 2006, 03:22:54 PM
quite a bit. They're not AS powerful, but swarmers are practically useless now. the main thing for SSs is he lowered the max abs to 80%, which defeats the purpose of having such a big ship.


Title: Re: Stratagy
Post by: darklordofthesith on June 01, 2006, 06:24:03 PM
So what is a big power ship?

I have one with 2,500,000 power.  I that big enough?  I was given the design so I think its ok in that way


Title: Re: Stratagy
Post by: Valefore on June 01, 2006, 06:28:02 PM
80% happened last round though?  I remember that. And yes swarms suck now...
2.5mil is nothing bud, but keep redesigning it slightly higher and higher and you'll get there....


Title: Re: Stratagy
Post by: Seither on June 01, 2006, 06:28:58 PM
yea, that's a decent supership. and yes, during last round we were degraded to 80%


Title: Re: Stratagy
Post by: ars68 on June 13, 2006, 03:35:20 PM
powerships have little to do with their base power.  it has to do with their power to cost ratio.  for instance, if your 2.5 mil powership costs 25 million, it has a power to cost ratio of 1:10, power to cost.  which is good, but not best.  the highest base ratio I have is about 1 power to 1.5 cost :)


Title: Re: Stratagy
Post by: Chronos on June 13, 2006, 03:47:37 PM
With a mere twenty-five systems, you can get an easy 1 : 2.08 ratio.


Title: Re: Stratagy
Post by: Seither on June 13, 2006, 04:26:45 PM
yea, but a 1:1.5 is better. Basically, just tamper with a design till it works well.


Title: Re: Stratagy
Post by: Chronos on June 13, 2006, 11:35:26 PM
1.5 is better. But it requires, what, a hundred systems?


Title: Re: Stratagy
Post by: Seither on June 13, 2006, 11:39:16 PM
try over 120........


Title: Re: Stratagy
Post by: Chronos on June 14, 2006, 12:24:27 AM
Exactly. But you get 2.08 for 25 systems, which is a good number at lower level.

Now, if your gold, then you don't have a problem in that area.


Title: Re: Stratagy
Post by: darklordofthesith on June 14, 2006, 04:29:17 PM
My ratio is 1:66, so could somebody give me some help?


Title: Re: Stratagy
Post by: Chronos on June 14, 2006, 04:32:15 PM
...

Weapon systems, as many as you can and nothing else. Always make them 1% ACU. I use 25 systems at 2 hull each with 50 hull's worth of energy. It's a good basic design that gets me 1:2.08 .


Title: Re: Stratagy
Post by: darklordofthesith on June 14, 2006, 05:02:33 PM
I want my ship with plenty of hitpoints, so I've given myself 4,992,000,000 energy and 8 weight to make weapon(s).  I could drop the powercore's size, but this would drop the energy I can use.  So whats the best I can do with this.

I came up with about 1,500,000,000 attack and 50% accuracy


Title: Re: Stratagy
Post by: Chronos on June 14, 2006, 05:09:56 PM
My suggestion is to make it a powership, or to make it something completely different. I say, halfbreed powerships suck for both uses.

A pure powership will have a powercore, and 1% ACU weapons, nothing else.

Remember, you don't need to bring powerships into battle with you. So the only way they can be destroyed is if they attack you. But then, if you do it right, you'll get a neb. Which stops them from taking even more worthful stuff from you. I suggest keeping out a fleet of powerships solely to get you a neb if you're attacked, and to keep the rest of them reserved while you're not using them to boost up your power.


(Added:) Oh, and tomorrow, I might be able get the formula for the powercore-to-weapons ratio.


Title: Re: Stratagy
Post by: charmuska on June 14, 2006, 11:39:48 PM
I think you all are being just a tad confusing.

To sum up, in a way that is less confusing to me:
Have a big ship (aka supership) that can do missions.  Just one will work, but having three fleets of good ships will practically guarantee your success in the missions.
In order to raise your power and get more out of missions, many players use ships with high power (aka powerships).  These are good for making missions worth more, but they also make them harder.  As Chronos points out, you don't have to take them with you to get the effect of them.

I think people were interchanging superships and powerships in the posts, or at least, that's how I read it...
Oh, and I have a ship that's 1.43:1 (cost:power).  It does require 200 systems though.  All you really have to do is find out the lowest cost:attack weapon (hint: include ALL costs), then put a bunch on a ship, balance it all out, and voila!


Title: Re: Stratagy
Post by: Chronos on June 15, 2006, 12:50:54 AM
When making a powership, use all attack, accuracy doesn't effect power. And balancing the energy-count ratio for your weapons is somewhat essential. Also, I find making all the weapons use one weight is optimum.

Basically, 1 weapon at 8 weight is less effective than having 8 weapons at 1 weight. Or so I believe, at least.


Title: Re: Stratagy
Post by: charmuska on June 15, 2006, 02:16:35 AM
For powerships, 1-weight is best, yes.  What you said is true, as long as you're doing 1% accurate weapons.

For the weapons that you might find on superships, 8-weight is best, assuming you give the weapon accuracy and want it to be a large weapon.


Title: Re: Stratagy
Post by: Chronos on June 15, 2006, 02:38:25 AM
Yes, eight weight is best because it gets the full weight bonus but without wasteing the 5:6 bonus you get when using energy. Nine is also best for computers, but now I'm giving away all my numbers. ^_^"

Here is one useful formula, but I'm not going tell you how to use it. Have fun figuring it out.

0.01a - 15
----------
    30


Title: Re: Stratagy
Post by: charmuska on June 15, 2006, 06:53:22 PM
It's fairly easy to figure out the best weight to use on a system, once you can remember 1 energy = 3 credits less, and 1 weight costs 165 credits and gives about 400 energy.


Title: Re: Stratagy
Post by: Chronos on June 15, 2006, 06:58:06 PM
Energy costs 2.5 credits and gives 3 credits.