Gameplay OGame




1 gameplay

1.1 combat
1.2 alliances
1.3 merchants
1.4 officers
1.5 resources
1.6 expeditions
1.7 moons





gameplay

all ogame universes consist of 3 classifications: galaxies, systems, , planet slots (which break down planets, moons, , debris fields). universes have 9 galaxies, each 499 (1-499) systems, have 15 planet slots.


each player starts 1 planet @ randomly assigned coordinates in slots 4,6,8,10,12, in random system , galaxy. first planet consists of 163 fields, determine how many building upgrades can built on planet, regardless of slot in player s system. originally, player s empire consist of 9 planets in unoccupied planet slot. however, redesign, cap lifted, albeit requirement each planet required 2 additional levels of research, progressive cost. construction, research, , missions performed , launched planet or moon. development done through using 5 resources: metal, crystal, deuterium, energy, , dark matter. there different ways obtain these resources, including mining, trading, , raiding (see combat below). players ranked according points, 1 point awarded every thousand resource units invested in construction, research, ships, or defense. no points given unspent resources.


combat

unlike many other real-time strategy games, ogame not give player constant control of or spacecraft. instead, player sends ship(s) location (using game s coordinate system) , happens when fleet arrives beyond player s control; in ogame, combat resolved when fleets and/or defenses meet. combat takes place instantly , consists of 1 6 rounds. fleet attacks aimed obtain other player s planetary resources, called raiding, although players may initiate fleet attacks destroy opponent s fleet , collect resources debris field created battle. debris fields contain metal , crystal, increasing probability of raid in search of deuterium. defenses built defend planet against attacking enemy fleet. if destroyed, 70 percent of defensive structures recovered after battle. destroyed ships not recovered.


alliances

an alliance group of players have banded , used solidarity purposes. alliances created players protect each other attacks, join raid other planets, or promote free trade amongst members. members of alliance can use alliance combat system, available in universes, synchronize fleet movements , missions members of same alliance , temporarily deploy fleet on ally s planet. alliances can utilize forums on boards instigate wars or truces between each other, create own alliance page in game itself.


merchants

players can hire merchant using dark matter trade 1 resource type another. amount of resources traded limited amount of free space in 1 s storage buildings , amount of dark matter player has.


officers

ogame offers 4 different officers , commander, each costs set amount of dark matter, obtained in-game exploration or microtransactions hire either 1 week or 3 months. names of 4 different officers engineer, geologist, technocrat , fleet admiral. each 1 improves elements of chance or resource production.


the commander officer gives user benefits such ad-free interface, building queue, improved galaxy view added information, message filter, shortcuts enhance play , empire view. empire view gives player interface shows information planets, including mine , power plant levels , ships docked. upgrades buildings can performed via empire view.


resources

there 3 main resources: metal, crystal , deuterium.


the 3 main resources (metal, crystal, deuterium) can created via mines or money. there separate mines each resource can upgraded produce resources faster. these resources used making buildings, ships, defenses , researching technology. run mines, energy needed. energy produced creating following: solar plant, solar satellites (available via shipyard), , fusion reactor (converts specified amount of deuterium energy). these buildings can upgraded produce more energy.


dark matter, however, cannot created. fleets can sent out on expeditions search it. can bought real money. dark matter used call trader trades main 3 resources, buy officer, or move existing planet.


deuterium particularly valuable resource because seconds fuel ships. bigger fleet of ships, more fuel required travel distances. players large fleets find selling metal , crystal buy deuterium, deuterium mines expensive upgrade along maintaining large fleet.


expeditions

expeditions fleets go outside system not another. astrophysics needed expeditions. expeditions can find resources , valuable dark matter.


moons

moons created when debris field large enough form together. largest debris fields yield maximum 20 percent chance of creating moon, , create moons available space. players in alliance give each other moonshots attacking number of ships purposefully left behind. cheapest way achieve 20 percent debris field allowing 1667 light fighters destroyed.


once planet has moon orbiting it, many more options opened movement , tracking other ships. jump gate can built allows players send ships instantly jump gate jump gate, requiring large deuterium fee typically fraction of fuel cost traditionally fly ships between locations. after jump gate used, there hour-long cooling period before can used again, upgrading jump gate, @ great cost, halve wait time. sensor phalanx can built, tracks enemy ship movements in range. sensor phalanx can see number of systems, upgrading expands range. sensor phalanx cannot detect enemy movements , enemy moon, making moon great cloaking , seeking device.


building , upgrading on moons uses fields planets, moons have far fewer fields work with.








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