New Player Tips and Tricks

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Talizorah
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New Player Tips and Tricks

Postby Talizorah » Fri May 30, 2014 10:48 am

This thread will be for offering advice, tips and tricks about GaW for new players. Please use this in junction with the game FAQ found under Settings > FAQ.
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Fleet Saving Methods

The reason for fleet saving is to keep your assets safe while you are away from the game. This also means you have to spend less resources to upgrade storage to keep your mines churning out resources. If your mines are below level 20, it is good to fleetsave those resources every 8-12 hours, and if your mines are higher than that, you may want to fleetsave it every 4-6 hours. This is just a suggestion to keep your planets from building up too much res (over 1 million total), as that may attract a player to come attack you.

Fleetsave: with this method, you pick a lvl5 pirate in a system of your choosing and set your fleet speed to 10% to conserve gas. You choose the system based on when you plan to be back with the game. You will want to include a Recovery Vessel to slow your fleet down to save more gas and get the most out of the fleet save. Generally speaking, 20 systems away will grant about 4 hours of fleet save one way - or 8 hours total. Here is a quick guide to system selection:

1) Have enough large cargo ships to transport all the res on each planet.
2) Have at least one recovery vessel on each planet.
3) Fleet save when you're going offline or if you being attacked by a stronger fleet.
4) Choose a lvl 5 pirate to attack at 10% speed and take all the res and ships with you.
5) FS in your own system gives you about 4hrs (2hrs each way) FS 20 systems away from your own gives you about 8 hrs (4hrs each way) Test FS on different systems to find the system who fits the time you need. Don't forget to take all your res with you!

Alt FS: This method is similar to FS but you send your ships (typically at 100% speed) at lvl5 pirates in your own system. You then send a Joint Strike request to an alt or another player who is online and many galaxies away from your fleet. That account then Joint Strikes 1 Recovery Vessel at 10% speed on to your fleet. Generally speaking, 10 galaxies away will give you a full 24hr fleetsave. You are able to recall your fleet at any time and they will return to your planet at the speed they were originally sent. This is a great method to keep your fleet safe for an extended period of time when you do not know when you will next be online. Don't forget to take all your res with you!

Station Fleet: This method requires you to have an alt account with an alliance depot and a very high lvl gas plant, ideally on a particularly cold planet. You simply have that account send you a station fleet request and you send your fleet (most likely in parts to many planets) for safe keeping. Do not use this method if the account you are sending your fleet to is above 10k score!! This is by far the most risky means of keeping your fleet save as it is vulnerable sitting on a planet. Generally speaking a cold planet with lvl16 gas plant can sustain 300LCs indefinitely. However, it is important to note that stationed fleets will be sent back without a system message if the planet they are on runs out of gas, or if the account is inactive for 5 days.

As for the most popular method, try using the alt FS, as this method tends to only have at most a 20 minute recall time if you include Recovery Vessels. Just think of it as a means to recall your fleet before the drive home, and have it ready and waiting on planet when you get home (do not play while driving!).

I hope one of these three methods of keeping your fleet safe help. Always ask players who have those bigger fleets how they keep them safe while they are busy. Most are friendly and will gladly help you learn new ways of protecting your fleet investments. Also if you are being farmed, while there are no rules against it, simply asking your attacker nicely to give you a break to recover works more often than not. If they refuse, send a message to their alliance leader. Most of us understand the importance of not farming players out of the game and are willing to back off attacks on players for a day or two so they can recover. But remember, it is up to you to make your planets not look like a target. A sitting fleet or res is an invite for other players to come in and take it from you.

Ghosting and Planet Colonization

Planet Colonization - When looking to colonize a new planet, think first about what you need. If you want a planet were you can make the most of all three resource types, look to colonize planets in the following slots:

1) xx-xxx-4
2) xx-xxx-5
3) xx-xxx-6

Planets in the xx-xxx-6 slot are the most ideal as they provide the best combination between large radius (which allows for more building upgrade levels) and lower temperature (lower temp, higher gas production per level). If gas is what you need most of, then look for planets in these following slots:

1) xx-xxx-14
2) xx-xxx-15

Planets in the xx-xxx-15 have the most ideal combination of radius and the lowest temperatures available and should be your first choice for a gas planet.

What you want to do is to research your astrometric tech to two planets more than what you currently have, or 1 + the number of res producing planets you intend to have. This allows you to automatically have a ghost planet available for later.

Step 1 - build around 10 colony ships and scout out the location for your new planet.
Step 2 - send all of your colony ships to colonize a random planet in the target system that is not your target planet. This will allow your colonization attempts to be much quicker. Be sure to send along enough gas for your colonization attempts of your target planet.
Step 3 - begin colonization of your target planet. The first attempt will likely not grant your the ideal radius and temperature. For a normal colony, any radius over 200 will be sufficient, and any temperature close to 0 or below is ideal. For a gas planet, any temperature under 150 will be sufficient, but you will want to make sure the radius is at least 140 or higher.
Step 4 - if the radius/temperature combination is not idea, abandon the planet and repeat Step 3 until you are satisfied with your results.

NOTE: Don't cluster your planets. Don't have more than 2 planets within 100 systems of each other. Clusters are high valued targets as it only take one ghost to tap into many targets. Keep no more than 2 planets in one system. This allows higher chances of good defense but doesn't make you a great target. Spread out, have planets in at least 3 galaxies if not more. Having one or two planets tucked away in a far off galaxy is good practice. Even if some of your planets are ghosted simultaneously, you still have operational planets to draw res from. Granted - there will be some players that just have it out for you, but if you are polite to other players, more often than not, they will be willing to give you 24 hrs to get back on your feet. If not, call in allies to help. A ghost planet will have fleet on it, and makes a good target in and of itself.

Methods of building a planet
viewtopic.php?f=8&t=1292&p=3456#p3456


Ghosting - Ghosting is the lifeblood of this game. Gas costs are too high to deal long range attacks consistently, and ghosting was actually made much easier due to player requests. Please so not assume that when a planet appears in your system that they used DM to port it there. Most ghosters will activate spy block which further adds to this stigma.

Ghosting is when you send a colony ship with your attack fleet (and lots of gas) to the system of which the planet you wish to attack resides. When ghosting you will need several things:

1) the ability to colonize another planet
2) a colony ship + your fleet
3) Enough gas to attack your target and send your fleet back to a permanent planet you control
4) Enough metal and crystal to upgrade the ghost planets solar planet to level 5 and the radar station to at least level 5. No radar station = no early warning. The last thing you want is to lose your fleet to a counter attack.

The advantage to ghosting is it allows you to attack your target and not use up as much gas as attacking a planet within the same system is much much less expensive than attacking from many systems away. It also allows for much faster attack times, and as a result, less chance of your target FSing before your fleet arrives.

Talizorah
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Re: Fleet saving and other useful tips.

Postby Talizorah » Fri May 30, 2014 10:52 am

Concerning attacking and being attacked

There is a shield that is automatically granted for commanders under 20,000 score when they are attacked. Also, commanders under 50,000 score are protected in that they cannot attack or be attacked by players within 5x's their score, not can attack accounts less than 1/5 their score.

So if you have a commander at 15,000 score. The highest score player they can attack or be attacked by is 75,000 and the lowest score player they can attack or be attacked by is 3,000. If a player is 50,000 score, the lowest score player they could attack or be attacked by is 10,000 score, while there is no limit for the highest score player they can attack or be attacked by.

The assumed reason Commander Level is not used for this, is the level cannot decrease, so it is very possible to have level 55 commanders under 50,000 score, whereas you might typically find a level 55 commander to be well over 750,000 score. It all depends on play style.

After a fleet wipe, do not start repairing ships. Repairs currently take much longer than building new ones (Official explanation is that because the ships do not cost resources, they have a longer build time - approximately 3.2x's longer than a new build). Start by building recovery vessels to get as much of the debris as you can and cargo ships to haul off any remaining res and whatever res your mines may produce in the immediate future. Then fleetsave these ships and wait till your ghoster has left your system. Keeping your planet free of res and ships will get them looking elsewhere for a target. Once they have left, start rebuilds on ships based on time. Don't do a rebuild that will finish in the middle of the night and sit for 6 hours till you log in next. That's just asking for them to be killed. Rebuild and build to match your time schedule. 4 hour builds are the best as your can start them before work, at lunch, after work, and still be able to FS before bed.

For additional information and a great breakdown of each ship type, check out this thread:

Ship Type Breakdown and Strategy
viewtopic.php?f=4&t=1148

Stationed Fleet
Stationed Fleet occur by a player requesting fleet from Allies or Friends. All players must have at least a level 1 Alliance Depot on the planet you are sending/requesting fleet from. The number of fleets that can be stationed is determined by the level of the Alliance Depot of the player who sends the station fleet request. If that player has a lvl1 Alliance Depot, then 1 fleet may be stationed . If that player has a lvl 4 Alliance Depot, then 4 fleets may be stationed. A fleet that is stationed requires gas to remain on the planet. This gas is taken from the host planet every hour, starting as soon as the fleet arrives. If a fleet arrives and there is not enough gas, it returns to the senders planet. If the host planet runs out of gas, the fleet will automatically return.

NOTE: If the host player goes inactive, after 5 days, all planets mines are turned off, and all fleets stationed on those planets are returned to their owner, regardless of how much gas remains on the planet.

Joint Attacks and Joint Defense
Joint Attacks occur when a player attack another player or Pirates (like in alt FS) and the player clicks on the "Joint Strike" button located on the Fleet Screen. This then allows the player to invite their friends and allies to attack the target together. In order to initiate or join in a joint strike you must have at least a level 1 Alliance Depot on the planet you are sending your fleet from. The number of fleets that can be joined is determined by the level of the Alliance Depot of the player who initiates the attack. If that player has a lvl1 Alliance Depot, then 1 additional fleet may join the attack. If that player has a lvl 4 Alliance Depot, then 4 additional fleets may join. The flight time of the attack is determined by the longest time of all joined players.

TIP: Coordination is key and it is often good practice to have either the slowest player or the player with the highest Alliance Depot level initiate the attack. It is also good to know the slowest fleets times and to scale back the faster fleets to match that time. This is a good way to conserver gas, as it is otherwise wasted if not the slowest fleet. If you are not the slowest fleet, gas boosts and DM boosts are also wasted as they only effect the fleet you send, and not the others who join on.

NOTE: The target of the Joint Strike is sent an Early Warning Notification when the attacking fleet enters radar range. For each additional fleet joined on while within radar range, a new Early Warning Notification will be sent to the defending player.

For a Joint Defense to occur, a Station Fleet request must be sent out by the defending player, and the stationed fleet must arrive on planet before the attacking fleet reaches the planet. This technique is used by smaller players to destroy larger players attacking fleets, and can be particularly useful against players who "bubble" except when they attack.

Joint Attack and Defense Combat
When the Joint Fleet arrives at the target, a battle will ensue. This battle is different from the normal 1v1 battle, as only one attacker and one defender will take damage in a single round (6 rounds total of combat). Which of the attacking and defending fleets takes damage is determined by:

1. Largest, most valuable fleet. Meaning, the fleet that has the most ships and cost the most res to make
2. If there is a tie in deciding which is largest, it defaults to the host defending player or the player who initiated the attack
3. This is determined before the start of each round. It is possible for multiple players to take damage throughout the 6 rounds of combat, should the largest fleet be reduced enough that the second largest becomes the largest. This helps ensure one player does not lose all ships in an attack or defense, unless met with overwhelming numbers.

In the battle, all ships deal damage, but only one attacker and one defender take damage. If the attacking players are successful, the resources on the planet are distributed between all attackers evenly, based on cargo room, and standard plundering rules (60% - 1% for each Underground Bunker level). If the result of the battle is a draw or fails, then no plunder will be awarded to the attackers. Debris is calculated normally (see Satellites section for details).


Satellites

Satellites are an extension of a colony that orbits one or more of your planets. They provide the only means of producing Rutilated Quartz, which is used to upgrade the Alliance Space Station and build advanced ships from blueprints.

Satellites are generated through battle, and are only possible for the defending player. Every 100,000 debris creates a 1% chance, up to 20% (2 million debris) to create a sat. There are boost cards you can purchase from the store that increase your chance by either 20% or by 80%. Spend wisely, as using a boost card will not guarantee you a satellite. A planet that already has a satellite cannot receive another one, and all battles there will be listed as a 0% chance.

Debris = (Cost of destroyed ships - Cost of ships to be repaired) x 30%.
NOTE: The number of ships to be repaired is calculated separately for each player involved, and is determined by the level or their Repair Tech (lvl1 - 10%, lvl2 - 20%, lvl3 - 30%).

A 20% debris field can be achieved by destroying any of the following in one particular battle:

Combat Ships
- 2,400 Light Fighters
- 1,000 Heavy Fighters
- 360 Cruisers
- 160 Battleships
- 134 Dreadnaughts
- 120 Bombers
- 84 Destroyers
- 2 Death Stars

Civil Ships
- 2,000 Small Cargo Ships
- 800 Large Cargo Ships
- 570 Recovery Vessels
- 300 Colony Ships

Structures on the Satellite
There are three structures that you can upgrade on the Satellite: The Satellite, Quartz Rutilated Refinery, and the Space Jumpgate. The Satellite has a default radius of 1, and the Satellite structure can be upgraded to level 15, providing 2 radius per level for a maximum of 31 radius. The Quartz Rutilated Refinery is where the resource, Quartz, is produced. Each level increases Quartz production to a maximum level of 25.

NOTE: Only the Quartz Rutilated Refinery and the Space Jumpgate use Satellite radius.

The Space Jumpgate is a buildable structure on a Satellite. The Jumpgate allows you to teleport your fleet instantly to another planet you control with a Satellite and a Jumpgate built on it. Fleets traveling through a Jumpgate currently require the same amount of gas as sending your fleet there at 100% speed, except they will arrive as soon as you launch. Be warned, you cannot carry resources through Jumpgates, so be sure to have gas waiting on the other side to FS or move the ships you send. The Jumpgate is good for quickly moving ships and surprising those who attack your planets. The maximum level for the Jumpgate is 10.

NOTE: You must have Jumpgates on both the sending and receiving planets. Each Jumpgate has a separate cooldown based on it's level.

Please see this link for breakdown of building costs and quartz production on the Satellite:

Satellite Costs
viewtopic.php?f=8&t=1113

The Necessity of being in an Alliance:
While alliances are a good way to be with your friends, and especially a means of working together to take down targets, the main function of alliances is to help new players grow and learn the game. While there is a learning curve to the game, a good alliance can help make it much more manageable. Alliance resource transfer is a hotly debated topic we all want in the game. Any ideas how to improve the game as well as new desired features are good to suggest through the in-game feedback (found under Settings) as well as here on the forums. For change to happen, we need enough players generating noise, and for it to be a feasible idea in terms of programming.

Paying vs Free Play
Players who spend play less. The free players are the ones who last the longest. Players who spend tend to burn out after a few months while free players who understand you can just rebuild after a wipe play much longer. This is either a game of patience or a game of spending. Players have thrived doing both. It is very possible to make top accounts without spendin a dime. The older servers are full of those players. Why? Because the P2W players have moved to newer servers where they see more results for the money they spend.

Only a small percentage of the GaW population actually spends money on the game. The free login gifts, while it does take awhile to get them all each day, will provide you with 20 DM per day, res and a lotto card on iOS servers (10 DM and res on Android servers). Overall time it takes to collect is 4 hours - plenty of time as you'd only have to check back every 30min or so. This means you can earn a port card every 10 days.

If you are the type that does like to pay, be smart about it. Spend your dm on res boost and dual production cards, not resources. Spy block and shield only when you need to. There are plenty of ways to get iTunes gift cards on sale through Amazon and other online shopping site so you pay less for more in-game purchases. This is a resource management game. If you have the patience and don't want everything in the now, you won't burn out so fast and will have more fun.

Useful Links

GaW Wikipedia Page
http://gaw-online.wikia.com/wiki/Galaxy ... nline_Wiki

Player Tips
viewtopic.php?f=4&t=1018

Password Recovery Questions
viewtopic.php?f=7&t=974&start=10

Building Costs
viewtopic.php?f=4&t=2689

Research Costs
viewtopic.php?f=4&t=2693

Glory Score
viewtopic.php?f=4&t=2011&p=4720#p4720

Solar Plant and Fusion Reactor Stats
viewtopic.php?f=8&t=809
viewtopic.php?f=5&t=1311 (Energy per Fusion Reactor level)

Radar Station
viewtopic.php?f=8&t=1112

Station Fleets
viewtopic.php?f=8&t=742

Rapidfire Mechanics
viewtopic.php?f=8&t=719

I hope some of the info here can help make your game experience more enjoyable. If you have any specific question about any of the information here, please post on this thread and I will update these posts with answers as soon as possible.

Best of luck!
-Tali

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TheMittani
Posts: 2
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Re: Fleet saving and other useful tips.

Postby TheMittani » Sat May 31, 2014 7:41 pm

Great written post, i try to refer to it for newbies.

LakeSolon
Posts: 16
Joined: Mon Jul 14, 2014 8:09 am

Re: New Player Tips and Tricks

Postby LakeSolon » Mon Jul 21, 2014 11:50 am

Here's a table and graph as a supplement your excellent section on planet colonization.

Image

Data pulled from the iOS game client on Theseus 2014.07.20.

DKW79
Posts: 1
Joined: Wed Sep 10, 2014 5:58 am

Things I wish I knew when I started out

Postby DKW79 » Wed Sep 10, 2014 7:37 am

I'm a relatively highly ranked player on one of the servers, and I've learned a lot along the way. I wanted to put all this in one place for any other new members, it's mostly a grab bag of knowledge.

Colonizing
Each "slot" in a particular system has a different potential temperature and size range. The only two slots that matter at all are slots 6 and 15. 6 has the potential to be the largest, and 15 is coldest. Don't bother with any other slot unless you have some other good reason.

Until you have 4 planets, your focus needs to be on them being as large as possible. The thing is that size and temperature are randomly determined the moment colonization actually happens. What this means is that you need to colonize a planet, check the size, and if it's not big enough, abandon it, and then colonize the exact same location again. Just keep doing that until you get one at least 200 radius. Ignore the temperature as gas isn't critical on these planets. Took me 9 times once. It's worth it.

Once you have 4 large planets, you'll find that you need a gas planet. Now you go to slot 15, where you want something really cold. In general, you'll want that planet to be at least 140 radius, and at least -170c (colder is better here). On that, build up a couple of robotics, level 2 storage tanks, a radar station, a bunker, and then nothing other than solar and gas. You'll find that the energy required keeps in lockstep, so every time you upgrade your solar you have exactly enough energy to upgrade your gas. Don't bother with anything else on this planet until you're at level 20 on both (you'll constantly have to ship crystal and metal to the planet, and ship gas off of it). Voila, you now have a planet that will provide you with hundreds of thousands of gas per day. More than enough for fun raiding.

Researching
Your goal needs to be to get as quickly as you can to first Battleship stage, and then Dreadnaught stage. Here's the thing: neither of those requires plasma, and the prerequisite researches for plasma tech are otherwise useless to you. So skip doing bombers and plasma turrets (which are useless anyway, see below) and rush to get up to hyperspace drive 5. Once you've done that, you'll need to upgrade laser tech, which takes forever and doesn't provide any combat advantage. Use a dual research card at this point (you'll get one for free) and then go back and do the other research.

Get to Fleet Repair 3 very very quickly.

Fleet Saving and Defenses
Defenses are completely useless. All they do is give targets for someone who wants to increase their PvP score. Build what you need to to get the free resources when you're getting started, and then ignore them. The reason they're useless is that they're a sitting target, everything in the world has rapidfire against everything other than gauss cannons and plasma turrets, and they waste resources. If you really insist on them, only build gauss cannons and plasma turrets, and oddly rocket launchers (by the thousand; see battle mechanics below). Rather, you need to master fleet saving.

One of the most important details of the game is that ships in transit cannot be harmed in any way. That means that if your ships are off doing something, they and all resources on them are completely safe. So how do you do this? Easy. Slow attacks on Pirates Level 5.

When you want to fleet save, gather up all your ships (and make sure you have at least one recovery vehicle; they're incredibly slow, which is important here), and put all your resources on them. Then attack a Pirate 5 in any system, but go at 10% speed (or however long you want to be safe). In your own system that will give you about 2 hours each way maximum fleet save, but if you go away you can get longer and longer (I often use one 100 systems away for an overnight save). Someone could in theory come in and steal your resources while you're doing it, but they're not going to get very much so most people won't bother unless they're desperate for resources because they're about to do a really expensive research.

This means that if you have to take a day off from the game, it's going to cost you a fortune in gas. Unless you're in an alliance that is. In that case, you can do a joint fleet save. To do that, you launch your fleet at the closest pirate system (closer means less gas). Then you open a joint strike application. Then another player in your alliance joins it from the farthest system they have with a single recovery vehicle going 10%. That will take the fleet save from 30-120 minutes to hours and hours and hours (potentially a couple of days each way) and cost you very little gas. Even better, you can control the process yourself with an alt (see below).

Set a timer on your phone reminding you when your fleets are back so that you don't forget. Every moment your fleets are stationed you need to be alert to potential attacks.

If you're saving up for an expensive research keep the accumulated resource always in the air (just send large cargo ships and about 10 battleships and go at least 1 galaxy away at a time). Don't take any chances. Also means you don't have to invest in storage tanks.

Battle Mechanics
Basically, you want to send overwhelming force at your opponent. But that's not the whole story. Every round every one of your ships will target a completely random target. Only if they hit a target that they have rapidfire against will they fire again. So if you send one cruiser, and they have 5 cruisers and 5 battleships, there's a 50% chance each round your cruiser will hit either type of ship (actually, you'd lose in the first round in this case, but that's neither here nor there). Here's where this gets interesting.

Dreadnaughts are pretty awesome in a battle. Loads of rapidfire, they're fast, and very good armor makes up for the fact they're marginally less powerful than battleships. You really want them to hit certain targets. But that random chance means that you can never control what they hit. This is where fodder comes in.

Fodder is a very large number of very cheap/weak/otherwise useless ships (namely light fighters and rocket launchers). They can't actually even harm a dreadnaught due to the shield factor. But if you have a lot of them, they can make it very unlikely that your opponent's ships will hit your powerful ones. You're going to have a lot of excess metal anyway, and they burn a lot of metal and very little crystal to make. So make light fighters. A lot of them. Like thousands of them.

If you attack someone with 1,000 light fighters and 100 dreadnaughts, your opponent only has a 1/11 chance of hitting one of your dreadnaughts. Yeah, you're going to lose a ton of light fighters, but you can rebuild 30% of them for free, and you can grab the debris from the rest, and it gives your dreadnaughts a super good chance of surviving. Now increase the sizes and you're starting to look at what a more senior battle is (I've been attacked by someone who sent 5,000 light fighters in the past, and I know he still had another 10,000 sitting on one of his planets).

This (building up fodder and burning metal because you have too much) is the only reason why it might be acceptable to build rocket launchers by the way. And because nobody will have weak defenses, why bombers are useless.

In addition, when you get an early warning notice, you can either build weapons on the planet or move ships from another planet to defend if there's nothing on it. What this means when you attack is that just because it was a clean win when you sent your ships, it isn't necessarily now. So keep sending spies while your fleet is on its way (including one no more than 2 minutes before you arrive) and be prepared to pull back if it's not clean (it could be a trap). This is often a reason why you get an early warning report and not an attack: you pulled everything off the planet (see Fleet Saving) and so it wasn't worth it to attack anymore, particularly if they were going to lose glory.

Ghosting
Ghosting refers to getting a planet right by your target before you attack. Doing this cuts down on the time it takes to fly there (and thus reduces the benefit of a high radar station level), makes it super easy to do multi-wave attacks, increases the chance you'll get most/all of the debris, and reduces gas required for a long attack. What this means is that if all of a sudden a powerful player appears in your system they are going to attack you. Once they start they probably won't stop, so you'll have to leave the system by using a planet relocate card or abandoning the planet.

There are two ways to do it.

First, put your fleet on a planet, use a planet relocate card to go right next to your opponent, wipe them out, and then use a planet relocate card to disappear again. Costs 400DM in total, so really only an option if you like giving the developers a lot of money. Some super strong players do this a lot.

Second, use a spare planet slot. Go colonize a planet (doesn't matter what size or temperature) right by your target, and send your fleet with the colony ship. Make sure you have enough large cargo ships for your total haul (remember the debris field), loads of recovery vessels, and most importantly look at how much gas it takes to get there and send more than that (or else you'll get your fleet stranded). Then as soon as it arrives, start the attack. When you're done, send your fleet home and abandon the planet. When I do this I only build shipyards on them and a small radar station, and typically keep the planet going just long enough to repair anything attacked.

Going On Vacation
"What if I want to go on a vacation, won't be able to check my account, and can't fleet save long enough?" Easy: You will be attacked. It's a game. Get over it.

Even if you are fleet saving for 4 days, you'll build up enough resources that you'll still be attacked. It's a game. Get over it.

But if you know this is going to happen, turn the power down on all your mines to 10% as it'll provide less of a target. Someone will hit you once, and then see that the tanks aren't refilling, and not come back.

So if you see someone's storage tanks are full, they've either given up the game or they're on holiday so just take all the resources.

Etiquette
This is actually important. This is a game, so you should have fun, but it's only fun if there are other players. Driving someone to quit the game is bad form.

Farming is repeatedly attacking someone so that they don't have a chance to recover. It's bad form to do to an active player, but fair game if someone has given up the server. If someone's doing it to you (it's not uncommon after you get back from a break from the game for example to find out you're someone's farm), send them a message telling them that you're still an active player and politely ask them to stop farming you and give you time to recover.

If they don't and they're in an alliance, reach out to one of the commanders of the alliance and ask them to get it to stop.

If they don't stop, you can either jump/abandon your planets or give up. If you give up and want to spite the other person, abandon everything but your home planet and then just turn the production on your home planet to 10% and start again on the newest server there is. The person who hounded you from the game at least won't get a farm out of it!

Similarly, if someone asks you to let them recover, do so. If you know they're active, only hit them every few days (it's not good form to drive someone from the game, but if they're just not very good at it, that's not your fault).

And if you attack someone that you probably shouldn't (some people have alternative accounts that they use as farms, so it's someone farming themselves) don't be surprised if you get an early warning of someone sending a whole load of destroyers at you. That's generically a "stay away from my friend/farm" message. They'll usually just let them come until your radar picks them up and then turn them back, but you'll only get one warning.

Random Stuff
Nanite Factory is expensive but it really is worth it. Each level cuts build time in half.

Once you get to Nanite Level 3 on a planet, you can unbuild your robotics factory entirely.

Sweet spot for spies is 3-4 spies per attempt. Relatively low chance that they'll blow up, and if you don't get enough intelligence to determine if you should launch an attack they're probably too strong for you.

At each major ship category, you should probably not attack someone that has the level above you (so if you only have battleships, and they have dreadnaughts, leave them alone). Their fleet is probably bigger than you think and they're probably better at the game.

Don't bother building your bunker beyond level 1. And in fact, it's questionable whether you need to at all as there are many reports of hitting a planet without a bunker and still only getting 60% of the resource.

When your storage tanks fill up your planet stops producing resources, but you can still move resources to that planet. So if you're just saving up for something don't bother upgrading your storage tanks at all, just keep the resources in the air. In fact, keeping your tanks relatively small means that if you do go on vacation you're going to be less of a target.

Dual construction/research slots cover when you start the construction/research. So if you can easily get two multi-day researches going on simultaneously on a 24-hour card rather than a 7 day card.

Great uses for DM early on: spy prevention (particularly if you're ghosting), jump cards, and 50% resource boosts (but ignore gas for now, save that for later when you're really attacking people and you have a gas planet), and dual research slots.

minkmink999
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Joined: Fri Jul 31, 2015 12:07 am

Re: New Player Tips and Tricks

Postby minkmink999 » Fri Jul 31, 2015 1:01 am

:D so good post


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maybethisweight
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Joined: Thu Oct 15, 2015 9:22 pm
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Re: New Player Tips and Tricks

Postby maybethisweight » Thu Oct 15, 2015 10:04 pm

I'm a fairly new player - seeing all of this really blows my mind with how many intricacies there are to this game... and how much time it must've took to discover all of that. Nice work.
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