Show Posts
|
Pages: 1 ... 3 4 [5] 6 7
|
62
|
General Talk / General Discussion / Automailing System
|
on: January 31, 2011, 07:40:21 PM
|
An automailing system will soon be made by emi. New players will receive a message giving them a link to a post I made: Guide Management(START HERE) with links leading to some basic guides. If anyone has some updates they want to add to this guide just post them here and i'll add them. Thanks. Also, a guide on the basics of planets would be appreciated @HAVEMERCY@
|
|
|
65
|
Feedback Terminal / Suggestions / Automailing System
|
on: January 30, 2011, 07:10:36 PM
|
I suggest an automatic mailing system. Each time a new player joins he would automaticly receive a message with links to guides on the forums. I've allready made all the guides and the message, just waiting for emi to accept it. There is already one on sea-o and it works well.
@HAVEMERCY@
|
|
|
68
|
General Talk / Design & Strategy Room / How to use the Market
|
on: January 30, 2011, 05:41:40 PM
|
you have to get at least 10k segments
now on you can play the market for money first of all find an offer you can afford, that is selling 1million of that product, something like this:
CHOAM Hydrochloric Acid 1000000 1.462 827.418.900 1.432.760.000 0 m
and not this
CHOAM Quafe Ultra 487637 8.719 2.406.253.579 4.166.672.863 0 m
as you can see the Hydrochloric Acid has 1000000 units for sell were the Quafe Ultra only has 487637 units
this is so that you don’t have leftovers in your mothership (when you start getting a larger mothership then you can start buying bigger things that don’t always have to buy/sell 1mil units - for your have the space to store it all here is a look at my warehouse:
Consumer Electronics 1.013.161 9.050,1 90.501 Data Chips 1.100.341 4.752,3 47.523 Ectoplasm 467.500 3.290,7 32.907 Election Holoreel 718.112 6.389,7 63.897 Electronic Parts 368.411 7.668,1 76.681 Exotic Dancer 905.918 8.237,9 82.379 Hacked Data 256.597 7.080,0 70.800 High-tech Scanner 459.648 9.226,6 92.266 Hydrogen Batteries 1.735.735 7.184,5 71.845 Long-limb Roes 220.906 3.244,9 32.449
those odd numbers would eat away space in your small ship but with larger ships its ok to have extra (this is one of 2 pages)
here is a show of my market:
Quafe 1.000.000 576,5 5.765
not very big.. but it still sells and buys. with the segments you have it would be best to get 20k-30k segments in warehouses for example that Quafe bought for like 2bil, and will sell for about 2.5 bil, most things on the market will give you a 10-15% gain you almost never lose, look at the min offer not that number showing per unit (that devises you its only per unit at the MAX price, not the one that they actually give you, you can check buy taking the min and dividing it by 1million to see what it cost per unit)
so pretty much for now until you get like 100k segments just buy anything that has 1 mil units for sale and whatever you can afford the most (more costly more profit) remember it may not seem like much per offer but for example if you were to do 1 trillion in market sales a 15% profit would be 150 billion, and 1tril in offers only takes me like 2 hours (of constantly buying and selling anything that has a max offer over 30k per item of course...)
but in the end this is how to work the market, if you have any other questions feel free to ask
credits: Lammalord
|
|
|
69
|
General Talk / Design & Strategy Room / Step 4 Starting a Round
|
on: January 30, 2011, 05:35:17 PM
|
Beginners Guide to Space Odessey
Here is our own starters guide to Spaceo It is simple and easy to understand If you have any questions about this guide please message me in-game, my user name is waylain16, I check my mail at least once a day
First step is to build up your turns, then "burn" to build up segments and cash
The key to burning.
Lets say you have 3000 turns Extend Commandship- 300 turns Build facility- put all those segments towards workshops till you get to 300 E.C.-300 turns B.F.- All towards Farms E.C.- 300 turns B.F.-Farms
Repeat those steps till you have have around 400-500 turns to spare
Always remember to vote also. There is a chance that you will win a prize, (10 command points, 250 Turns, 2500 turns). So always make sure that you vote
Check around to look for the best way to design a ship
For non gold account members, you have to design each system separately. Buy 0 ships, then upgrade that 0 ship fleet till you have a full ship then go to the Resupply Fleet tab. You only need one ship in each fleet, this is to save money so that you can upgrade to the next ship size
At this point you should have a few ships that you can afford to buy, Go to the Resupply Fleet tab and buy at least three different mains, then go to the Resupply Marines and fill all three ships with the Max amount of marines. When using mains always make sure that you have max marines on your ships, Marines protect from your ships being boarded and taken/destroyed.
Alright you are all set to go and do missions, please stay away from the Command Ship contracts as these are very unpredictable and will most of the time destroy your ship. Go to the Galaxy travel Tab and you will most likely see icons under the special events, beginning off you want to do the ones that say Level 1 under the avatar. Now add together the fleet power of your ships and make sure that it is at least the same or more power than the the mission contract. The more of these you do you will notice that more levels start to show up. That is good and shows that you are progressing. Just make sure that your ship power is still more than the mission level, now you should start to be getting some money to be able to get your new ship. Just make sure that you have the amount to put max marines on your ships. Try to make sure that you have some extra money left out so that IF you are attacked you have the money to replace marines. Don't take attacks Personally, until you get enough power to get up out of the lower ranks.
Now after you level up a couple of times, in the Your Commander tab you will see a list of skills and available command points. There are only a couple of these a new player should invest in and some more than others. Here are some that you should invest in to make your growth faster and faster: (Page 1)Advanced BioFarms Increase biofarm trade income (Page 2)Marine Leader You get more marines for a lower cost Kamikaze Master Increase the global attack of all your fleets Unknown Alloy Armour Increase the global hit points of all your fleets (Page 4)Line Assemble Resupply more ships for less credits (Page 5)Elite Mercenary You gain more credits from mission contracts (Page 6)Genius Mind Increase amount of experience gained Genius Leader Increase amount of command points / new level
Well that explains most of the startup.
Credits: Lammalord
|
|
|
70
|
General Talk / Design & Strategy Room / Step 3 How to upgrade/play the game
|
on: January 30, 2011, 03:56:55 PM
|
500 Million power in 7 days, Guide
This is the first time I have ever written such an extensive guide reviling many secrets and tricks even training alliances don’t tell you about. If you have any questions just ask.. Enjoy!
At Least 500 mil power in under a week starting from 250k power (guide)
*EDIT* Note: Though the guide says 500 mil power in under a week, I have seen people do much much more. For example, using this guide I went from the 250k starting to around 1 trillion power in 7 days. It really depends on how you play, and how much you play.
Day 1 at 250k power-
This guide works best if at 250k power you have max turns.
1. Design a ship hull that has 1 space on it, label it A Decoy then buy 10 fleets of it with nothing on it. 2. Using the 500k you start off with buy as many of those ships as possible. 3. Place the segments you start off with on workshops 4. Extend 499 turns, place all the segments you gain onto biofarms 5. Vote! For turns and money
1-10 mil power-
1. Buy until you have around 3-10k of the “A Decoy” Fleet 2. Board EVERYONE you see with no ships with the Decoys 3. Use segments you get on biofarms and workshops (you only really need 300 workshops for now) 4. After boarding you should have a lot of segments and everyone you can possible see that has segments and no ships is in a fog. 5. Your sure there is no one else to get free segments from, Extend your ship for all your turns (leaving 500) you should get (I’m guessing) 300-500 mil cash 6. Power up 1 fleet of powerships (design posted in part 2 of the guide if you need to make one) make sure the fleet is at least 20% of your total power
Day 2 20-100 mil power-
1. You should have around 500-700 mil cash. Do the same thing as the day before board everyone unfogged, if you see a strong guy with 0 ships scout base (who knows they may have a nice stash) Scouts may take several attempts. For best results use powerships with scouts 2. Vote! Again!!! 3. Extend 1000 turns after everyone is fogged that has 0 ships 4. You should have around 850-1 billion now 5. If you have 1 billion (and a lot of time left on your fog) buy a ship costing 1 billion (you CAN have 10 fleets of powerships up even with it, as long as your total power does not rise above 300 mil) 6. if you can afford the 1 billion start doing all encryptions and encounters you find in the sea (best to travel in some order, either from top to bottom covering every star or from left to right) *HINT* NEVER go 2x over the power of your lead ship (strongest ship) so a 1 billion credit ship has 15 mil power, since you only have 1 ship it would be safe not to do any encounter or encryption that goes over around 20 mil power. 7. Spend as many turns as you have time to, if you ever get low on turns restrict the encounters you do to only doing Gold Transports and Time Storms. *HINT* Use ALL of your command points on Line Assembly ONLY!!! This is to get cheaper ships, and cheaper ships = more faster upgrades
Day 3- 50-300 mil power (300 mil being with powerships)
1. If you don’t have the 1 billion credit ship yet repeat what you did in day one, boarding people for segments you should defiantly have 1 billion by the end of this day with extending, raiding and Votes. *HINT* now is a good time to increase workshops to 900, so you now make 300 biofarms per turn – only build biofarms when you get 300 available segments 2. Once you get the 1 billion do what’s in day 2 for getting a 1 billion credit ship. 3. Keep doing encounters and encryptions (watch powers on encryptions, they do jump up fast, and if you don’t pay attention can kill your ships) 4. Once you get the cash upgrade!! *HINT* upgrades!!! Upgrading works the best if you have your ships upgraded in a ratio, some double the cost (unsafe for your smallest ship) but the best strategy is to take the power of your current ship (about 15-16 mil for the 1 billion) times it by 100 and that = the cost of the next upgrade (15 mil times 100 = 1.5 billion, 1.5 billion = cost of your next ship) 5. Upgrades for now should raise in acu by 4-5% raise in abs by 3-4% the attack and hits would be calculated like shown in the ship building guide 6. Do more encounters!!! And encryptions, still watch powers on encryptions. (As your level goes up you get more money. Yummy) 7. The 1.5-1.6 billion ship should have around 23 mil power remember always make sure you have 10 fleets of powerships (with the first ship have 4x as many ships then the others) when your unfogged. *HINT* and you can work together by fogging each other (attacking with 3 ships to fog the other player, then being countered so you both get fog) 8. If you can, keep doing encounters and encryptions.. Maybe if your lucky upgrade again (but your always want to make sure you have money for powerships too)
Day 4 1. You should now have 2-3 ships (depending on number up upgrades you managed the previous days) and your lead should be around 23 to (cant remember power of next upgrade, 35-36 mil I think) power 2. Remember to make sure you stay below 300 mil power for as long as you can (once you go over you can no longer see the 15 mil encounters, and that’s like 70% of the encounters your currently doing) 3. Once again make sure you have a good long fog to work under, if you ever come unfogged get those 10 fleets of powerships with the first once being 4x more then the rest ready, and get a fog. 4. Continue doing encounters and encryptions watching the power tell you have money for the next upgrade. 5. On the next upgrade (make sure all command points you can add onto line assembly are added to give you the largest possible discount) then SELL your last ship (sell but keep blueprints so you don’t have to re-make or find in gold (if you have gold account) again next round. 6. use the money you get from the last ship (tail ship) the help on your upgrade (so when calculating your next upgrade, say it’s a 3.5 bil, take off your line % [example, 3%] by doing 3.5 X .97 [ 100- your line %] = 3.395 bil [so about 3.4 billion] then subtract form that the sell value of your tail ship [half the buy price] so 1 billion will sell for 500 mil 3.395 - .5 (500 mil) making it that your need 2.895 billion for the next upgrade 7. Number six will be used to calculate both how much you need when selling your last ship to upgrade to a larger first ship.
Days 5-7
1. Well by now you should get a hang of how to upgrade, calculate your costs and to protect your ships from attacks, form this point on it’s pretty much repeating doing encounters, doing encryptions, upgrade, and sell tail ship. 2. Well a few things to look out for like items, they can actually become quite a good way to make a little extra cash. The items is the hand in the bottom left corner above the news, its best to use all segment, worker, and credit items. Then sell all defense items (for your never need them) then organize the rest of them from weakest to largest and sell off the weakest items your never use (like I doubt your ever use 37 attack items, so ill sell off the weakest 27, and keep the stronger ones just in case). It’s best to keep all mining items above +5 (for later use, to mine for almost no turns and upgrade additional %’s off ships)
Various hints!!!
*HINT* oh my god! You found a nice large gold transport, but it’s pushing the max limit you can possibly do with your ships??? You still want to do it, but want to take as little risk as possible. Wait, wait oh Lovely items!!! Use the highest Attack, Acu, Hits, and Abs bonuses items you can and test your luck, maybe that boost the items give you will give you that boost to keep your ships alive and win the mission.
*HINT* used to many items? Well don’t waste them on weak missions, just go to it in the “active items” second and click cancel so you can use it later when it’s needed
*HINT* Watch out as your power goes up your max goes down! When you have 3 ships and a lead ship of 35 mil power, you can easily push 60-70 mil encounters without items (only on golds). But when you have a lead ship of 500 mil power an encounter of 1 billion power is death! Powers, and Maxes (without items – safely) Power ---- Max 15 mil ---- 20 mil 23 mil ---- 35 mil 35 mil ---- 60 mil 50 mil ---- 80 mil 90 mil ---- 140 mil 160 mil --- 200 mil 290 mil --- 320 mil 560 mil --- 600 mil 800 mil + - same as lead ship 150 bil + - up to 1.2x your lead power 1 tril + - up to 2x your lead power 1 quad + - any power you can see
(These numbers are rough estimates of ships and the next upgrades power, not exact.. but well I hope you get the point :p) After a long time (large power – in the trillions) the power starts going down again (because for one items get as high as 34% bonuses) also because after you max out line assembly (80%) you should start placing all CP on Attack and Hitpoints and if you fight a lot Marines (you should also put a little on abs like 10% when you get to around 10 billion power) Attack and Hitpoints max out at 50% for Attack and 80% for Hitpoints (with these maxed your ships is stronger than its cost, and you can do up to 4 times the power of your lead ship)
*HINT* You should increase the size of your Computers and Sheilds on every upgrade at least in the start. the ship building guide is designed for teaching only, and its for a 10 mil design (it should never actually be used)
*HINT* you should start with a 1 bil which should include 2 20% Targetings and 6 32% absorbs and 45% acu on the weapon. The Targetings should stay the same for a while. acu on the weapon should go up 2-4% every upgrade until its at 55%
Absorbs should raise 2-5% (total abs) every upgrade, until you reach 73% abs. To increase sheilds start with 6 32% sheilds, on the upgrade change it to 4 32% and 2 33% on the next once do 2 32% 2 33% and 2 34% on the next one do 2 32% 2 33% 2 34% and 2 35% (after this one you remove the smallest 2 to add to larger one’s once you have 73% asb total stop)
*HINT* you no longer have to guess and check on Sheilds and computers the energy required for most % computers and sheilds are posted in the design section on the forum. ---------------------------------------------------------
Shortcuts!
Perfect Supply core:
Weight X 400 - 5279 = 3 credit cost every time
Special:
Energy required X .3 - 1337 = Hitpoints you need
Hull Size:
Desired cost / 165
Weapon (ONLY 50-60% acu)
Energy of the Weapon / 2 put that as attack click to design part divide cost of the part by 10 that = actual attack of ship. may have to adjust last digit for perfect cost
method two
it should always = 8 ! in other words place in your acu, engery, and such and add in some big number thats is around half of the hitpoints (say hitpoints is 4,443,458,117 - then you would add in 2,000,000,000 as the attack) cheak the price (make sure its 1000) then add 9 as the next number 2,900,000,000- if it gives you a random number starting with a say, 7 you make the number a 1 (it has to add up to 8) this works for all numbers, if it stays 1000 it must be a 9, if it stays 1000 for more than 2-3 digets then the first one must be an 8 (if the number was actally an 8 the one you would see on the big number would be a 0, but i 0 in front of big nasty number wont show up) - this way is pretty easy, you can get the correct digets for a weapon with 15 digets in less than a 60 seconds.
all written by Lammalord
For informations about stations and planets send a message to @HAVEMERCY@
|
|
|
71
|
General Talk / Design & Strategy Room / How to make a Powership
|
on: January 30, 2011, 03:53:31 PM
|
How To Make A PowerShip
these are actally really easy and very usefulls ships, the name explains it all a ship, thats cheep, that gives you alot of power, you much rather have these blow up than something important
size : 472 space
powercore : 152 weight - 55680 engery generated
weapons: 174 engery - 1% acu - 1 weight - 17123 attack make two weapons
when building the ship use one weapon 250 times and the other 70 times.
and done! you got a low grade powership! now the name of this one is eaither "Megabooser ot Blast NEWBIES" if you want to make a better grade its the same priciple as this one, you would just need to add more weapons (thus more engery and weight) - in this case bigger = better until the cost of the ship hits about 1 million each, then bigger = pointless waste of time credit: Uber Roxerz Winzer
|
|
|
72
|
General Talk / Design & Strategy Room / 1.2 (optional) Needed parts for superships
|
on: January 30, 2011, 03:49:06 PM
|
all are 8 weight
Sheilds
Absorb / Energy Required 11% / 7366 12% / 7866 13% / 7899 14% / 7966 15% / 8099 16% / 8366 17% / 8899 18% / 9966 19% / 12099 20% / 16366 21% / 24899 22% / 41966 23% / 76099 24% / 144366 25% / 280899 26% / 553966 27% / 1100099 28% / 2192366 29% / 4376899 30% / 8745966 31% / 17484099 32% / 34960366 33% / 69912899 34% / 139817966 35% / 279628099 36% / 559248366 37% / 1118488899 38% / 2236969966 39% / 4473932099 40% / 8947856366 41% / 17895704899 42% / 35791401966 43% / 71582796099 44% / 143165584366 45% / 286331160899 46% / 572662313966 47% / 1145324620099 48% / 2290649232366 49% / 4581298456899 50% / 9162596905966
Computers: 178833 10 % 349499 11 % 690833 12 % 1373499 13 % 2738833 14 % 5469499 15 % 10930833 16 % 21853499 17 % 43698833 18 % 87389499 19 % 174770833 20 % 349533499 21 % 699058833 22 % 1398109499 23 % 2796,210833 24 % 5592413499 25 % 11184818833 26 % 22369629499 27 % 44739250833 28 % 89478493499 29 %
|
|
|
73
|
General Talk / Design & Strategy Room / 1.1 How to build a Supership
|
on: January 30, 2011, 03:43:38 PM
|
How To Make A SuperShip
to make my life easier, can you just send me the name, ill clone it and check it then
simple steps:
1. Sheilds only need 8 space (usually have 4-8 of them) 2. Computor only need 8 space (only need 1-4 computers) 3. Special only needs 8 space (only need 1 special) 4. Weapon only needs 8 space (only need 1 weapon) 5. You NEVER need Armor (never! it sucks horridly!) 6. You NEVER need Marines (no point, you can get Marines from the hull space)
so first you make your sheild, with 8 space and whatever % you want them (make sure the cost is UNDER 10 credits) (these are on the forums)
then make your computer, a 18-20 on acc is usually good (don’t need def, for superships don’t use defense) (once again make sure the cost is UNDER 10 credits
then you see how much space everything will take, lets say you have 4 sheilds, 1 computor, 1 weapon, 1 special, you add all of the weight together, (8+8+8+8[Absorb] +8 [targeting] +8 [special] +8 [ weapon] = 56 space)
then you make the Power Core, which is most of the weight, your take the hull of the ship, and minus the amount of the shield, computer, special, and weapon (in the case above that’s 56 space) and the rest will be all power core (if its a 10k space ship you subtract 56 to equal 9944, and that would be the size of your ships power core) and once again (make sure the cost is UNDER 10 credits) [ weight x 400 – 5279 = amount of energy generated]
then you can "buy fleet" and buy the hull (make sure to buy 0 ships in the fleet), add the power core, and the computor onto the ship as well as the sheilds, then with what’s left of the energy you can start with the special
after that’s done you make the Special, (you don’t need defense on it, for superships don’t use any defense EVER!) your need 8 space for it, like I said above, and as for the energy, you make it 2/3 of the total energy of the supply you just made (that’s after you added the computer and shields to the hull already...) (if you managed 10mil energy left over it would be 6.66mil energy to the special) and then you raise the hits until (the cost is UNDER 10 credits) [ energy of special x .3 – 1337 = number of hits your need --- this isnt perfect but close]
WEAPON METHOD A: then you do the weapon you use the 1 space, like I said earlier and then you get your desired acc (preferably for a smaller ships around 40-50% as the ships get bigger the acc can rise) and you use all of the left over energy (if your not sure you can always buy the hull, and equip everything that you have made so far to check what’s left over, which should be 8 space and 1/3 of the energy) then you put that 1/3 energy (if you managed 10mil you can get like 3.33mil energy on the weapon) and you raise the attack until (the cost is UNDER 10 credits) [hardest shortcut – just keep in mind everything must add up to 8 if you place in 900000 attack and check the price - some random number starting with a 6 pops up then the first number is a 2 (backspace change the 9 to a 2 and make the next number a 9 and try again) afterwards you do 290000 some random number pops up starting with say 8 – then its actually a 0. if turns out to be 9 you place in the number and the price stays as 1000 if you place 9 more than 2-3 times and it keeps coming out to 1000 it means odds are the first 9 you placed is a is really a 8 (8 is always the tricky one)]
credit: Lammalord
WEAPON METHOD B (if you use this weapon the size of the weapon is 8, NOT 1, be sure to make changes accordingly.)
the % on the ACCVALUE is the % of accuracy your ship has. ie, if you had 1% on your ship that means the ACCVALUE would be 977,131
Formula: ([Energy on the weapon]-1005)*0.3+1019323-ACCVALUE = Attack
when ACCVALUE =
1% 977,131 2% 978,631 3% 980,131 4% 981,631 5% 983,131 6% 984,631 7% 986,131 8% 987,631 9% 989,131 10% 990,631 11% 992,131 12% 993,631 13% 995,131 14% 996,631 15% 998,131 16% 999,631 17% 1,001,131 18% 1,002,631 19% 1,004,131 20% 1,005,631 21% 1,007,131 22% 1,008,631 23% 1,010,131 24% 1,011,631 25% 1,013,131 26% 1,014,631 27% 1,016,131 28% 1,017,631 29% 1,019,131 30% 1,020,632 31% 1,020,633 32% 1,020,635 33% 1,020,639 34% 1,020,647 35% 1,020,663 36% 1,020,695 37% 1,020,759 38% 1,020,887 39% 1,021,143 40% 1,021,655 41% 1,022,679 42% 1,024,727 43% 1,028,823 44% 1,037,015 45% 1,053,399 46% 1,086,167 47% 1,151,703 48% 1,282,775 49% 1,544,919 50% 2,069,207 51% 3,117,783 52% 5,214,935 53% 9,409,239 54% 17,797,847 55% 34,575,063 56% 68,129,495 57% 135,238,359 58% 269,456,087 59% 537,891,543 60% 1,074,762,455 61% 2,148,504,279 62% 4,295,987,927 63% 8,590,955,223 64% 17,180,889,815 65% 34,360,758,999
credit: whitelightercarl
Note: ***This formula applies only if energy input is more than 3102 ***Applies only for 8 weight weapon, add 999003 instead of 1019323 if the weapon's weight is 1.
|
|
|
74
|
General Talk / Design & Strategy Room / Mikael Roy's SpaceO Guide
|
on: January 30, 2011, 03:30:55 PM
|
Click on the Guide you want to start with! It's recommended to start from the first one if you're new to the game.
Step 1, It's good to learn how to make ships, any qustions on it or problems mail me. Step 1.1 How to build a Supership Step 1.2(optional) Parts needed for superships Step 1.3 Online Ship Designer
Step 2, powerships, for a larger ship mail me directly, if you have gold account try "Army of Darkness Shield" Step 2 How to build a Powership
Step 3, a second strategy to the one below, one that requires more time, but also works for bigger players Step 3 How to upgrade/play the game
Step 3.5, not the only method! just one of many, i personally would do something different. Step 3.5 How to start a round
Step 4, this isn't needed, but the market is a quick way to make some cash when your stuck without encounters or turns. Step 4 How to use the Market
Step 5, this is one of the most important things in the game. Step 5 How to earn CP's
|
|
|
75
|
General Talk / Design & Strategy Room / Re: How to earn CPs
|
on: January 30, 2011, 03:23:38 PM
|
Very useful topic. Thanks for starting it kenquinn. You should probably try starting an auto mailing system that automaticly sends a message to every new player. The message would contain links to topics like these to help new players get started. There is allready one on sea-o and it is quite usefull.
|
|
|
|