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Ship Design Guidelines

General Rules on Ship Design - A HOW TO FISH VERSION OF SHIP DESIGNForeword: Ship design is highly depend on situation; since the aim is to teach newbie how to fish...we will only serve the guideline and those WHY behind the guideline, no over detailed design will be post here

General guideline of ship design
1. make sure attack range + moving speed = 11 (including WES III).. to prevent enemy from kiting you (keep you at a distance that you can't reach him); defensive ship that don't have attack module should have the same speed of attackers

2. make sure whole fleet have the same speed as only the slowest speed will take effect and become the fleet moving speed (more particular at movement speed...the longer travelling time can sometimes be ignored)

Tanker
Traits:
defensive module intense....most of the time don't have attacking module
Most likely will stack high and serve as depot (to reduce the likelihood of losing fragile depot, as tank is not fragile)

Work Well when: well around, but lack of (or simply no) fire power

P/S:
1. low or negative hit percentage is ok...BUT low dodge percentage is fatal...don't leave them with low dodge


Depot
Traits: storage intense, some decent defend, no attack module as they have initial hit of -999%
Work Well when: Did not work well at war with high tech ship...but a good initial alternative of war due to low tech requirement and low cost
P/S: Losing of depot may decaptivate most type of supply intense fleet... avoid to have depot if possible

Attacker
Traits: attack module intense, supply intense (drain supply very fast), some or no defend
Work Well when: very large scale battle...so-so in small and medium scale battle that we have tank that is both max attack and max dura, very bad when it was alone in small and medium scale battle...need to pair with tank/depot to work well
P/S: It has its usefulness but the versatility is limited, a must have in very large scale battle...

Hybrid

Traits: Balance of attack and defend, have decent storage to be self sufficient (except missile and seabornes)

Some ot them taper towards defend and some of them more towards attack...up to situation and personal preference on this

Attacking hybrid is more popular due to increase of damage output is easier than increase of defend output

Work Well when: small and medium scale battle, versatile...
P/S: Majority of the ships in international server comprises of these type of ship

Recon
Traits: Build to spy and definitely will get killed, high speed, low travelling time
Work Well when: spying, as the name implies, too straight forward for me to add further detail

Decoy
Traits: Build to get killed, to waste enemy turn and delay time
Sometimes make battle long, boring and annoying
a tactical type of ships...versatile and use in varies mission including recon...
Work Well when: too versatile and use in too many type of mission with different aim...

1. Decoy that attack/move
1.1 Decoy for Planet (wasting UJ fire power)
Traits: low cost, build in with planet attack module....high movement speed, set target to planet fortress, tend to stick near to planet to lure UJ and TH fire power
tend to be low in quantities (1 ship per fleet?) with one 1 stack per fleet
Work Well when: dealing with planet defend that high crazy fire power

1.2 Decoy to counter fleet set target as min range
Traits:  build with low cost and low tier attack module, decent movement speed, target setting can be vary depend on its usage
tend to 1 ships per stack and 9 stack per fleet

Work Well when: buying time for main fleet come to rescue...wasting enemy fire power

2. Decoy that don't attack and move
Traits: most likely indies..with no attack module; use to make wall to secure certain area... to restrict enemy movement so that they can be easy target of big hitter
Work Well when: when dealing with enemy with counter module

3. Decoy that don't attack but move??
Traits: Moving indies that don't attack - a attack module that made ship move but don't attack = a planet attack module (with range of 1, so that it stick to enemy and continue to reinforce the wall) and fleet setting to min range.... speed of fleet is depend on you but prefer indies with build in 1 movement (low cost...easier to get and maintain)
Work Well when: galaxy defend... to reinforce wall and restrict enemy movement, and become decoy to counter UJ (waste UJ power) if use in enemy galaxy...(setting is different though)

P/s: reinforce wall mean you can send it later when you notice the wall is almost tear off....but the timing is important; we should send it when we notice the wall is keeping the enemy at bay and done the good job...then we will continue reinforce it to make sure enemy doom


Decoy Killer
Traits: decent attack power, counter module, aim to clear decoy fast...mixture of different weapon level possible to enable it attack every turn...some use attack module with dispersion, target setting is min dura or min range
Work Well when: dealing with a lot of annoying decoy

Some of the strong decoy killer may serve as killer for unprepared fleet (weak design, no supply, weak defend) too, and serve as attacker that clear glass cannon (hitter without defend)

Planet Buster
Traits: attacking module on planet...high attack, high speed (to get near to planet asap), 1 stack per fleet (planet defend tend to disperse, no point getting 9 stack), sometime is stacking high for the raw hp; aim to one shot planet most of the time
Work Well when: killing planet

Planet Buster Killer Quote:
This is a tactic rather than ship design....

Planet Buster = High movement speed and high attack on planet, low range

Tactics to kill it:
surround the gate with static indies and stack high (number of fleet should be stack, not stack high in one fleet) if possible....to obstruct movement (make high movement useless)
Use moving indies to reinforce the wall if possible

p/s:this restrict all enemy ship movement...but best against planet buster... as they don't attack ship and can't attack ships and will skip their turn if no target and they can't move

Use a seabornes attacker (more is better) with distance = optimal range from gate...target min range so that all ship include planet buster have equal chance to get hit (to prevent hitting normal attacker/ tank if different setting is set)

p/s: depend on number of decoy enemy have....if decoy is a lot... i would change the setting to max attack...to take out big hitter although this did not serve the aim as planet buster killer (mixture of max attack and min range will help... but you need to have more than one fleet to enable this choice)

Thunder hammer and Ultimate judgement should compliment to job of killing normal ship + planet buster too

Ship design that Compliment this strategy

Moving indies that don't attack - a attack module that made ship move but don't attack = a planet attack module (with range of 1, so that it stick to enemy and continue to reinforce the wall) and fleet setting to min range.... speed of fleet is depend on you butprefer indies with build in 1 movement (low cost...easier to get and maintain)

Don't worry, they will not attack planet as there have no enemy planet, they don't attack our planet, don't they?

seabornes attacker
Should be attacker without defend... aim to one shot kill one stack, have some tanker as depot is good

Transport
Traits: not battle related... use to transport supply or resource and be the back bone of trade and commercial

1. Transport that use supply to move
Traits: high storage high speed... use the highest tier engine....move fast , low (extremely low) travelling time (Hamdar prefered...T9 Assault craft)
Work Well when: emergency transport during war time...save a lot of time

2. Transport that don't use supply to move
Traits: High storage low speed, supplyless travel...
Work Well when: rescuing supplyless warship and etc, very handy when resource is low and can't afford high cost of travelling (drain too much supply)
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