Inactives

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Oneyejim
Posts: 2
Joined: Thu Apr 28, 2016 10:47 am

Inactives

Postby Oneyejim » Thu Apr 28, 2016 2:52 pm

Why can we not raid the inactives

Talizorah
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Posts: 589
Joined: Sat Jul 20, 2013 10:16 pm
Location: North Carolina, USA

Re: Inactives

Postby Talizorah » Thu Apr 28, 2016 3:53 pm

You can raid inactives (meaning they can still be attacked), however, inactive players mines shut off after 5 days of inactivity. I am sure this is a means of trying to keep the player base actively moving their locations to prevent a widespread and stagnant player base. The downside is resources can be hard to come by in lower population servers.

If you are referring to planets that are grayed out, these are simply planets owned by players too low in score to attack (accounts below 50k score abide by the x5 score rule) active or not. If your score is 250k or higher, you will never be able to attack an account below 50k.

Newer servers typically merge every few months and new servers are opened regularly. I would suggest using your 3 accounts per server per device to create alt accounts on every server. When there is a merge with your server, you will essentially be gaining 3 new farms for your main that wont shut off, that also can be moved to shore up your own cluster(s). There is no limit to the number of accounts your device has access to on any particular server, so take advantage of this while you can.

-Tali

Oneyejim
Posts: 2
Joined: Thu Apr 28, 2016 10:47 am

Re: Inactives

Postby Oneyejim » Fri Apr 29, 2016 1:35 pm

Thanks one more thing why can't we send recyclers just after attacking ships we have to wait

Talizorah
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Posts: 589
Joined: Sat Jul 20, 2013 10:16 pm
Location: North Carolina, USA

Re: Inactives

Postby Talizorah » Fri Apr 29, 2016 2:03 pm

In order to send recovery ships, there has to be debris existing on the planet - any amount will do. Many players, especially when attacking a player who is under a Spy Block (Security Alert card or spy probe immunity), will send a few ships, like cruisers, to "probe" the defending player as spy probes cannot be deployed. This creates a small amount of debris around the planet which then allows the attacking player to launch recovery vessels at the same time as their main fleet, so the recovery vessels will arrive shortly (or atleast much sooner) after the battle has taken place.

The purpose of this mechanic is to allow the defending player a little bit of time to come back online after a wipe, speed up repair of their recovery vessels, and have a chance at the debris. Most normal victories result in the defending player losing everything, and if the attacking player was able to launch before the attack, the losing defender would be stuck without ships, and without any resources to start the rebuild.

Of course, the defending player could "dump" the debris by using a relocation card right after the battle. Debris is not relocatable, and disappears for good if the planet is moved. This strategy, however, is typically frowned upon by the GaW player base, even though it is the only surefire way to ensure the attacker does not recover any debris. Most players feel they are entitled to the debris if they won the battle. So use at your own risk ;) .

-Tali


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