๐ŸŸก Version 7.0.0 ๐Ÿ”’

  • Dear community,

    below you can find all the changes that this content update contains.





    Classes:



    • You can choose between 3 classes each of them has its own special set of skills.
    • The selection screen for the classes is available for every account and it allows you to either select a class or skip the step.
    • You can select your class later by clicking on the question icon next to the Commanding menu.
    • Selecting the first class is free. Switching classes cost 500.000 DM.
    • You can switch the class as often as you like.





    Collector

    • 25% more mine production over the basic value.
    • 25% faster speed in trading ships.
    • 25% higher cargo capacity on trading ships.
    • 2 extra fleet slots.
    • 2 extra marketplace slots.
    • Allows you to build the new ship: "Crawler".
    • It has an extra percentage in the production of energy (to be defined).



    General

    • 25% faster combat ships.
    • 25% faster recyclers.
    • 25% less deuterium consumption for the recyclers.
    • Hamill Manouver: a small chance to immediately destroy a deathstar once in combat using a light fighter.
    • (+X Combat research)
    • Allows you to build the new ship: "Reaper".
    • It has an extra percentage on combat research (to be defined).

    Discoverer

    • 25% less research time.
    • 300% higher gain on successful expeditions.
    • 10% larger planets when colonizing.
    • Debris fields created on expeditions will be visible in the Galaxy view.
    • 2 extra expedition slots.
    • +XX% Phalanx range (to be defined)
    • 75% higher loot from Inactive players.
    • Allows you to build the new ship: "Pathfinder".







    Ships


    ------------

    Crawler

    ------------

    • Only available for the collector class' shipyard.
    • They increase the metal, crystal and deuterium production on their tasked planet. Each crawler increases 0.03% of each resource's production and up to 50% of the default value.
    • It needs 50 energy to function.
    • It can be sold in the marketplace.
    • It cannot be sent on fleet missions.

    Stats:
    Rapidfire from:

    • all ships(5).
    • Deathstar(1250).

    No rapid fire against any ship.


    Cost per ship:

    • 2.000 Metal.
    • 2.000 Crystal.
    • 1.000 Deuterium.

    Conditions to build:

    • Research Lab(2)
    • Energy Technology(2)
    • Combustion Drive(1)
    • Armour Technology(4)
    • Laser Technology(4)
    • Robotic Factory(2)
    • Shipyard(5)




    ------------

    Reaper

    ------------

    • Only available for the general class' shipyard.
    • Plunders part of the debris fields inmediately after a battle (only PvP combats).
    • It can be sold in the marketplace.

    Stats:
    Rapidfire from:

    • Deathstar(10)
    • Ion Cannon(2)

    Rapidfire against:

    • Espionage Probe(5)
    • Solar Satellite(5)
    • Crawler(5)
    • Battlecruiser (7)
    • Battleship(7)
    • Bomber(4)
    • Destroyer(3)

    Cost per ship:

    • 85.000 Metal
    • 55.000 Crystal
    • 20.000 Deuterium

    Conditions to build:

    • Research Lab(7)
    • Energy Technology(5)
    • Hyperspace Technology(6)
    • Shield Technology(6)
    • Hyperspace Drive(7)
    • Robotic Factory(2)
    • Shipyard(10)



    --------------

    Pathfinder

    --------------

    • Only available for the discoverer class' shipyard.
    • Discovers and collects debris fields during expeditions (up to its cargo capacity).
    • Is able to find items on expeditions (maximum 2 per day).
    • It can be sold in the marketplace.

    Stats:
    Rapidfire from:

    • Battleship(5)
    • Deathstar(30)

    Rapidfire against:

    • Solar Satellite(5)
    • Crawler(5)
    • Cruiser(3)
    • Light Fighter(3)
    • Heavy Fighter(2)

    Cost per ship:

    • 8.000 Metal
    • 15.000 Crystal
    • 8.000 Deuterium

    Conditions to build:

    • Research Lab(7)
    • Energy Technology(5)
    • Hyperspace Technology(3)
    • Shield Technology(5)
    • Hyperspace Drive(2)
    • Robotic Factory(2)
    • Shipyard(5)


    โ€œSo do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us.โ€



  • Marketplace:




    • It shows up as a new button on the left menu.
    • Allows players to trade resources, items and ships.
    • The resources, ships or items can only be traded in exchange for resources (1 type in exchange for 1 type).
      Example: X amount of LightFighters in exchange for X amount of metal.
      Example 2: X amount of metal in exchange for X amount of crystal.
      Example 3: X amount of items in exchange for X amount of deuterium.

      Note: it is not possible to trade the same type of resources.
      Example: X amount of metal in exchange for X amount of metal.



    • The standard marketplace ratio is 2.5:1.5:1.
    • The ration can be modified by 30% above or below the standard.
    • The ratio will be modified on its own every 48 hours depending on the offer and demand in the server.
    • The marketplace will lock itself on coordinates under attack 10 minutes before the attack takes place.
      The player under attack cannot remove, add or modify offers, but other players can still buy offers from player under attack.
    • Trade requests block 1 fleet slot.
    • Once a trade is done, the transfer requires flight time between the seller and the buyer.
    • The trade flight time is calculated based on a small cargo with impulse drive level 20.
    • The flight time is displayed in the marketplace.
    • The flight time from the trade mission is shown in the event box.
    • Once the trade arrives, the player will receive a message in the inbox with a button for delivery. This action creates activity in the planet ( like any other action in the game).
    • The delivery message stays for 7 days (as any other message).
    • Once the message is gone, if the delivery button is not used, the content of the trade will be placed on the planet with the coordinates where the trade happened.
    • If the planet is deleted or the trade happened in a moon that was destroyed, the trade will show up in your home planet.
    • The market offers are taken out of the account ( but not from the ranking) and they are safe from attacks in the colony they belong to.
    • Creating an offer in the market requires paying taxes (rounded down).
      The taxes for a normal player are 15% of the offer value.
      The taxes for players with Admiral active are 7% of the offer value.
    • The taxes for ships will only be taken if they are sold and they will be consumed from the resources the seller received.
    • Removing a market offer consumes 15% of taxes from the selling value.
    • Players can set up a search offer order with a specific price range (30% above or below the given market ratio). If there is an offer under these conditions, the market will perform the trade.
    • Offers older than 3 days will be removed from the market by the system (and the taxes will be consumed).

    โ€œSo do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us.โ€



  • Bug fixes:

    [FIXED] Some fleet missions couldn't be minimized on the fleet movement page.

    [FIXED] The galaxy could be browser on vacation mode.

    [FIXED] Activating Detroid, Newtron, Kraken will lead into the inventory instead of back to the shop.

    [FIXED] Alliance text preview is now properly displayed.

    โ€œSo do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us.โ€



  • Bomber adjustments:

    • Deuterium consumption from 1000 to 700
    • New rapid fire.
      Gauss cannon (5)
      Plasma Turret (5)

    โ€œSo do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us.โ€



  • Dear community,


    as you know, our main focus for a while has been this content update.

    As it continues being developed, there are some things that will be coming up in future updates.

    Below you can find some details on thing that we are planning to do:


    Features


    • Collector
      • Reduced tax rate for transactions on the marketplace
        • server setting (~ half of normal user)
        • selling / buying / inactivity
    • General
      • 25% less deut for all ships
        • currently only for combat ships
      • +2 fleet slots
      • full WF value from combats including reaper (see reaper request)
        • WF collected by pve trading ships and brought to your planet / delivered to the space dock


    • Discoverer
      • Connect increased expedition outcome to eco speed
        • xx% * eco speed * (currently exisiting) base loot
          • xx% as server setting โ†’ e.g. 50
      • Change max DF from max values to percentage
        • discoverer class: 20% of destroyed ships go into DF
        • other classes: 10% of destroyed ships go into DF


    • Pathfinder
      • Expedition (base) loot * 2
        • With taking the discoverer optimization into account, this also connects higher outcome if ship is used by "correct" class
    • Crawler
      • New formula:
        • ((metal mine level + crystal mine level + deut synth level) * y * 0,0002) * x
          • y = 8 (server setting factor)
          • x =1,5 (if class = collector)
            • leads to 50% higher production if crawler used by collector class
          • while amount is limited now, they still require energy to run them


    • Reaper
      • Use current WF mechanism for defender also for attacker, if reapers are part of the fleet
        • only half if not used by general class (see general class request for full WF value)
          • WF collected by pve trading ships and brought to your planet / delivered to the space dock


    • Merchant
      • Connect merchant base values (3:2:1) to current marketplace values with a factor (server setting)
        • 3:2:1 โ†’ x (2,5:1,5:1)
          • if 2,5:1,5:1 is the current value
          • develops with the marketplace ratio (updates at the same time)
        • more balanced to real ingame values while still being useful beside the marketplace
    • Marketplace
      • Add minimum value of ships / resources to be traded on the marketplace
        • Stopping players from trading 1 unit without paying taxes


    Future of the version 7.0.0:

    Once the update is ready to be released in new servers ( or in already existing servers), it might not be implemented with all the advantages available for every class.

    This means, in the future, we might have servers where the classes have different benefits.

    โ€œSo do all who live to see such times. But that is not for them to decide. All we have to decide is what to do with the time that is given us.โ€



  • Here is some additional information:

    • The future updates that were referred to above will be implemented from version 7.0.1 on, not from 7.0.0.
    • The changes will be developed after the current content is released, so they will not be made right away.
    • The merchant and marketplace ratios will not be connected (it was mentioned above that they would be).
    • The Hammil manuver does not activate for every single light fighter sent in the same raid. At the start of the battle one light fighter has the chance (rolling dice) of destroying a deathstar, but the dice does not roll for every single light fighter sent in the same fleet.

    firma-2.jpg


    ~Thank you to my sig artist, fulmine0_1~

  • This week we will have another update in the servers with the mega content one update (only the MCO servers, which for OGame.us is only Cosmos).

    The update will happen on Wednesday, November 20 at 13:00 CET (07:00 OGame.us server time).

    Changelog:
    [Bugfix] The item sale event affects the class change item as well.
    [Bugfix] The menu to select resources in the marketplace gives the correct resources now.
    [Bugfix] Added a missing dropdown menu in the ACS.
    [Bugfix] The yellow marking that shows which planet is being spied shows up in the correct planet now.
    [Bugfix] The shortcut to send espionage probes works now even if you don't have as many as you have configured in the options.
    [Bugfix] It is possible to hover over the fleet to see the adapted information without having to click on it.
    [Bugfix] Crawlers are now registered as built when you click on the planet.

    firma-2.jpg


    ~Thank you to my sig artist, fulmine0_1~