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Kramagon

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1

Wednesday, February 15th 2012, 6:36pm

[Techno] Improving Energy Techno (OGame.ES Sugg)

A famous suggestion in ES com about Energy Technology... the idea propose the use of this research to reduce the energy consumption of the mines/synthesizer, making it a usefull techno.

(Text a little bit changed and summarized)

Quoted

Instead of increasing the energy produced by Solar Plants, Fusion Plants and Sats, I
will reduce the energy consumption of the mines and the synthesizer by increasing Energy Technology level.

These will not favor the graviton, because it doesn't "produce more energy” but it “reduce the energy consumption of mines''.

Best reduction in energy
would be 0.98% by level of this technology. A reasonable reduction both for those who upload their mines and those who do not. This means, if you have the energy technology to level 12, it would have a 78'47% of consumption, saving 21'53% energy with this modification.

Formula: 0'98 ^ n (==> n = energy technology level).

Level vs Energy consuption Table:

Level 0: 1.0000 (The mine normally consumed)
Level 1: 0.9800
Level 2: 0.9604
Level 3: 0.9411
Level 4: 0.9224
Level 5: 0.9039
Level 6: 0.8858
Level 7: 0.8681
Level 8: 0.8508
Level 9: 0.8337
Level 10: 0.8171
Level 11: 0.8007
Level 12: 0.7847
Level 13: 0.7690
Level 14: 0.7536
Level 15: 0.7386
Level 16: 0.7238
Level 17: 0.7093

This should be a good idea for all types of players:
A) Miners:
All deuterium obtained for them (now invested on Sats) may be traded and used for usefull things (mines, etc). Also, risk of be attacked for other players (because of huge amounts of Sats) will decrease.

B) Researchers:
Like the miners, researchers could use these resources for any research (instead of use it to make Sats or be used in Fusion Plants).

C) Fleeters:
Getting colonies in positions 13-14-15 will benefit them a lot. Also, the miners will need less defenses to protect its Sats; for that reason, fleeters will be able to attack them with their ships with fewer losses.
This was a so popular poll (high % of users participation), obtaining many favorable votes, because this suggestion transform Energy Techno in something usefull and interesting for any type of OGame player.

PD: Ofc, this is a Most Wanted suggestion in OGame.ES community.


2

Thursday, February 16th 2012, 6:48pm

The usefulness of tech is zero.
While Nuclear and solar power plant have their prices for energy unit increased by exponent, the solar satellites have their
price per unit constant, and event counting in defences needed to protect satellites.
After around 19 LvL of mines Solar satellites rock.

As such, because of how technology price increases, unless it will give exponential decrease in energy use, it will become useless after it reaches the foor, one way or another.

Plus you don`t want to waste your research time for a very, very minor gain, because of how cheap solar satellite energy is compared to high levels other power plants.

Plantes in cold positions are too small for mines as such.
the maximum sizes of planes found so far are
13-121

14-93

15-74
considering you need at least 8lvl shipyard, 10lvl robotics and few lvls of nanites,
you barely have enough feelds for mines, themselves, not to mention storages, research lab and so forth.
Even if energy was just free those planets are just too small.

Especially given that planets around 10 and 11 can have 200+ fields with fairly minor deut mining difference.