PUBLIC FORUMS/NEW PLAYERS FORUM

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the rider Posted: 20:42:25 31st Dec 2006

Posts: 3

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how do i build a ship if i dont have iron some one help me pleas


the rider Posted: 20:43:15 31st Dec 2006

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hello


cork Posted: 21:06:22 31st Dec 2006

Posts: 393

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Location: United States

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You can't. Put some of your planets' production points on iron to gain some.




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Trepach Posted: 06:47:01 6th Jan 2007

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Haw can I capture the planet with higher defence than my ship's cargo?


cork Posted: 16:09:52 6th Jan 2007

Posts: 393

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Location: United States

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Gain experience on that ship, build a larger ship, or crash one ship and build another one.




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Sardonicus Posted: 17:47:51 6th Jan 2007

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You know, I've looked through almost all the pages of all the forums looking for a strategy for building ships types and patterns for what would constitute powerful ship designs. Needless to say, as I've found not one page with this kind of information, it means that no one seems to remember that newbies have no way to compare/contrast what to build and thus how to stragegize the use of resources. Don't you think it would be helpful to me as a noob to have some idea what to build to protect myself early in the game so that these simplistic strategies of obliterating two planets in a system, leaving only one planet to protect, blah, blah, blah, would become obsolete, making the game much more interesting? How is obliterating planets modeling the real world of space exploration and evolution? When a civilization begins, in real life, I would think that going around obliterating planets would not be considered prudent planning. It wastes resources, so as a noob coming into the game, it would seem to me that we should have at least the same information that the rest of the players have, so that we can strategize from the small man on the block perspective. What would a small civilization do to protect itself while trying to expand? Perhaps having some sort of centralization defense system that detracts clans from attacking the little guy while s/he grows, but as the system grows the centralized defense lessens.

I just cannot see how these kinds of questions have not come up so far. But the bottom line here is that I would like to know what kind of ship and how powerful is powerful for that ship. Do I need 10 of them or a hundred of them? Should I build fighters in the beginning or assaults that can pirate. What is the difference between offensive units and defensive units in a ship configuration? Which one should I concentrate on for which ship/s? Do any of these questions make sense? Or, am I simply naive here?

Thanks in advance for giving it your time and consideration.




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cork Posted: 18:37:51 6th Jan 2007

Posts: 393

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Location: United States

Gender: Male



Maybe you want to think of obliting a planet like what Russia did to Napoleon in 1812. You do not need any ships to defend your planets. Never build an assault that can pirate. Do not build fighters in the beginning unless you have a specific ship that you are trying to kill. You probably only need to build assaults and transports when new. You might want one small spy ship. Make sure you put hyperdrive and piracy on your transports. You probably only need one transport. I would either bank with someone or put your non-def on ships. Maybe defensive resources too. You might want to sell non-def for credits or defensive resources. For transport and assault I "always" build the max options. Fighter I usually build 17k/0 or 9k/8k for turrets(other options may be better). Use minimum ships for probes or warp fighters. For fighters build only the least amount of volume necessary.




__________________________
Failure is not an option, it comes bundled with your Microsoft product.
Just when you finally make something idiot-proof, someone goes and builds a bigger idiot.
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Sardonicus Posted: 21:21:26 6th Jan 2007

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Location: United States

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ISP: Southwestern Bell



Thanks for so quickly responding to this issue of the types of ships to build. I'm not understanding some of the lingo, but I'll pick that up as I go. When you say to sell nondef for credits or def resources, what are you specifically pointing at here? As far as I can tell, noobs' area does not have a marketplace to buy or sell anything to another player. And, when you say to buy max options for transports and assault, what options are you talking about? And, then, how can a noob afford to purchase max options? And, you also you mentino at the end about usually building 17k/0 or 9k/8k for turrets, and I cannot find a turrets option anywhere. Perhaps the noob area does not have a turret option, but in any case, what is the 17k stat meaning? What does that turret and its power accomplish?

And, now I realize I probably should have put this in another section as a new topic or something. Again, thanks.




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cork Posted: 22:08:01 6th Jan 2007

Posts: 393

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Location: United States

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Correct section. No market in new player arena, but I thought since you can only stay there for two weeks I might as well give suggestions for afterwards. In the 1st arena, all you really can do is get your 25 planets and sit isn't it? No need to build any fighters in the first arena unless you are taking another players system who has a ship or another player left a ship in your system. Just accumulate defensive resources in the 1st arena. In the real arena(kind of makes me wonder if the 1st arena is fake since it is not the real one) you can sell things in quantities of 100k for credits. Credits can then be used to buy upgrades or resources. Max options: I mean I always build 2.5 million transports with hyperdrive and piracy and 50k defense and 10k attack. That is the most it can have. For assaults, I always build 500ks. Of course, newer players probably will not be able to afford this and a 50k will take out most production planets. Maybe just keep one of those until you can afford something better. I would not recommend building a new assault as soon as you can afford it. For example, you have a 50k right now, but in 2 days you will have 100k iron. Don't build a 100k assault right then unless you need it. Wait until it is 500k because you can't sell the 100k and if the 50k does it just as well its wasted iron and exp. Buildings come with real arena. I would not recommend building tons of buildings when you first start unless you have a good sized hw(30m) with little non-def.

Turrets are different from other buildings in that they require 1 million defense PER TURRET to be built. You also have to have 1 million defense per turret for them to fire at attacking ships. However, you can build 100+ turrets and then drop down defenses, but only the number of turrets representing one per million of defense will fire at attacking ships.

Ammo for turrets is uranium, and it must be on the planet for turrets to fire. You will need 5k uranium PER SHOT even though turrets only do an average of 5k damage per shot (actual damage can be 0k, 2.5k, 5k, 7.5k, or 10k per turret, but average damage is 5k). A reasonable rule of thumb is to have 20k uranium on the planet per turret so your turrets can have multiple shots against invading fleets. So, for 100 turrets, you should have 2 million uranium as ammo.

The first number is the attack. The second number is defense. They can not add to above 17k. Attack must be at least 1k.
Turrets shoot any ship attacking a planet. They have a attack of ship/40k of being destroyed.




__________________________
Failure is not an option, it comes bundled with your Microsoft product.
Just when you finally make something idiot-proof, someone goes and builds a bigger idiot.
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Sardonicus Posted: 03:34:23 7th Jan 2007

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Location: United States

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ISP: Southwestern Bell



ah, I see, and you mention someting extremely important to the understanding of the principles of the game too. You say, "For assaults, I always build 500ks. Of course, newer players probably will not be able to afford this and a 50k will take out most production planets. Maybe just keep one of those until you can afford something better. I would not recommend building a new assault as soon as you can afford it." And, it is this kind of practical information that is needed. It is exact, clear, precise and very revealing for what is happening to a noob. I have not seen that kind of language about any aspect of this game anywhere in the forums. You are basically talking about the relationships within the game. How does this relate to that, so to speak, and without any point of reference, a noob needs this kind of information in order to make the appropriate choices in the first arena. Why have this arena without laying out on the line for the players. It helps to give them a good start in the game so that when they do come out into the actual game, they have a chance based on tactics to survive rather than simple luck. If more of this kind of thought went into the gaming process, the game in the real arena would prove to be more than just a bunch of people shooting at each other. They would be forced to think things through so that thinking about obliterating planets does not create a fictional atmosphere to the evolutionary process of the game. I would think that many probably have in the backs of their minds, "Aw, it's just a game anyway." And it's this thinking that destroys the reflexes that make a good game good, as far as I'm concerned.

I may sound trite b/c i'm only talking about one aspect here, but I know there are more aspects that could be incorporated into the opening arena that would rearrange the process, going beyond merely creating a defensive structure set to go for the second 'real' arena. Perhaps i'm trying to make the game more complex that it was meant to be though. I suppose there are other online games like this one that are in fact more complex. I'm just now discovering the potential interest I may have in online gaming like this.

At any rate, thanks lots for your good input. i really appreciate it.




__________________________
Whispered the butterfly
I have little to offer thee
But all that I am is yours

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