To look up a player's profile:
- Blacklist them
- Go to blacklist and click on their name
- remove blacklist
To have a better chance of not getting wiped in a defense on a jumper build in the following order:
- Robotics Facility 1-2
- Solar plant 1-5
- Radar 1-5 (my preference)
To minimize losses when attacking one must consider rapid fire, techs, stats, and numbers. Rapidfire is arguably the most important. If you have a high Rapidfire against the defending fleet great, but their fleet is mixed then you may actually be better off leaving one or more ship types home. E.g. You are attacking a target with 100 RL and 50 cr. you have 100 lf, 100 hf, 30 cr, and 30 bs. Obviously you want to bring your cr and bs. But which fodder fleet should you bring? (Or both) if you look at the stats of cr you can see that they have a Rapidfire of 83.33% against lf. So if you bring lf they are more likely to die in the fight. Hf only have negative Rapidfire against bs in this senecio and should still provide adequate protection for your capital ships. Keep all this in mind when attacking!!!
Techs: you'd think it would be obvious but many forget to level their techs up. Trust me, an opponent having a 50% boost on you can demolish your fleet easily.
Stats: another obvious thing that's often overlooked... If you examine the stats to res ratios of different ships you will notice that many are cheaper for just as much firepower... I wouldn't let this convince you to build a fleet of just lf for example but it's something to keep in mind
Numbers: self explanatory? Maybe. I personally like to have a "net ship worth" (value of my fleet including Rapidfire and ships) of over 3x my targets. I will settle for 2x however.
I'll do more as I think of them... Feel free to post with requests and make your own