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Ships

From pr0game Wiki
This is the approved revision of this page, as well as being the most recent.

Description

Ships (rarely called spaceships) represent the most important units in OGame-style games. They're produced in the Shipyard.

Ship Types

Cargo Ships

Cargo ships are spaceships well suited for transporting resources. While Large Cargo Ships can transport the most resources relative to their cost, Small Cargo Ships become considerably faster than their larger relatives from Impulse Drive level 5 onward. On attacks, you should always bring cargo ships along to capture as many resources as possible, since all warships except Death Stars have hardly any cargo capacity. Cargo ships are also well suited for delivering resources between planets. Although the Death Star is a warship, with its cargo capacity of 1 million it's also suitable as a transport ship.

Warships

Warships include Light Fighters, Heavy Fighters, Cruisers, Battleships, Bombers, Destroyers, Death Stars and Battlecruisers. They all have different sizes and advantages. Light Fighters and Heavy Fighters are used as cannon fodder so the heavy, expensive ships don't get destroyed. Heavy Fighters, however, are by far the least popular ship class, due to their high crystal share. They only make sense against Cruiser fleets. Battleships are the cheapest heavy ships — both in terms of attack-strength-to-cost ratio and deuterium consumption. Cruisers and Battlecruisers are perfect for destroying fleets of Light Fighters and Battleships, since they have high rapid fire against them. Bombers, Destroyers and Death Stars are perfect defense crackers. Bombers have high rapid fire against several defense installations, while Destroyers bring more damage and armor. Death Stars are, by a factor of hundreds, the largest ships. They can only take damage from heavy ships, since their shield absorbs everything else.

Espionage Probes

Espionage Probes are meant for spying on other planets. These probes can easily be fended off by other spaceships, since they have no attack strength or shields. Counter-espionage is only possible via spaceships — if none are stationed at the target, the chance of counter-espionage is always 0%. If the victim has a lot of defense installations, that doesn't help with counter-espionage! The number of spaceships, on the other hand, determines the probability that the espionage probes get shot down. The attacker still receives an espionage report even if no probes return. The more probes sent, the higher the chance of counter-espionage, and the more accurate the espionage report. How much information an espionage report contains depends on the number of espionage probes and your own Espionage Technology. The opponent's Espionage Technology reduces the information received.

Colony Ships

Colony Ships let you colonize other, unsettled planets. When a Colony Ship colonizes a new planet, the ship is dismantled and cannot be used again. Even though a return time is shown in the overview, no Colony Ship will actually return after a successful settlement. Escort ships unload any resources brought along on the new colony and fly back. However, it's possible for the Colony Ship to return if no planet was found, if another player "got there first", or if you've reached the maximum number of planets achievable at your current Astrophysics level.

Recyclers

Recyclers are needed to harvest a debris field (DF) created in a battle. Their speed, however, is very low. A flight to your own DF takes at most 20 minutes (at 10% speed, at most 3 hours and 30 minutes).

Solar Satellites

Solar Satellites generate energy and don't require any fields. They can easily be destroyed in battles. The further a planet is from the sun, the less energy the satellites provide.

Here is a table of all ships for easier comparison. You can see the values as well as the costs for the individual ship types.

Base Values

Unit Cost Combat Values Other Values
Metal Crystal Deut Structure Shield Attack Cargo Base Speed Consumption Drive
Solar Satellite 0 2,000 500 200 1 1 0 0 0
Espionage Probe 0 1,000 0 100 0.01 0.01 5 100,000,000 1 Combustion Drive
Small Cargo Ship 2,000 2,000 0 400 10 5 5,000 5,000
10,000 *1
10
20 *1
Combustion Drive
Impulse Drive
Large Cargo Ship 6,000 6,000 0 1,200 25 5 25,000 7,500 50 Combustion Drive
Recycler 10,000 6,000 2,000 1,600 10 1 20,000 2,000 300 Combustion Drive
Colony Ship 10,000 20,000 10,000 3,000 100 50 7,500 2,500 1,000 Impulse Drive
Light Fighter 3,000 1,000 0 400 10 50 50 12,500 20 Combustion Drive
Heavy Fighter 6,000 4,000 0 1,000 25 150 100 10,000 75 Impulse Drive
Cruiser 20,000 7,000 2,000 2,700 50 400 800 15,000 300 Impulse Drive
Battleship 45,000 15,000 0 6,000 200 1,000 1,500 10,000 500 Hyperspace Drive
Battlecruiser 30,000 40,000 15,000 7,000 400 700 750 10,000 250 Hyperspace Drive
Bomber 50,000 25,000 15,000 7,500 500 1,000 500 4,000
5,000 *2
1,000 Impulse Drive
Hyperspace Drive
Destroyer 60,000 50,000 15,000 11,000 500 2,000 2,000 5,000 1,000 Hyperspace Drive
Death Star 5,000,000 4,000,000 1,000,000 900,000 50,000 200,000 1,000,000 100 1 Hyperspace Drive

*1 = higher speed/consumption from Impulse Drive level 5 onward
*2 = higher speed from Hyperspace Drive level 8 onward

Rapid Fire

This table shows which ship has rapid fire against which other ship. The defending ship is listed horizontally, the attacking ship vertically. The numbers are average values only, showing how many shots on average are fired at a given ship type in one round.

Rapid Fire Among Ships
Name Sat Spy SCS LCS Rec Colo LF HF Cru BS Bomber BC Des DS
Solar Satellite 1 1 5 5 5 5 5 5 5 5 5 5 5 1,250
Espionage Probe 1 1 5 5 5 5 5 5 5 5 5 5 5 1,250
Small Cargo Ship 1 1 1 1 1 1 1 3 1 1 1 3 1 250
Large Cargo Ship 1 1 1 1 1 1 1 1 1 1 1 3 1 250
Recycler 1 1 1 1 1 1 1 1 1 1 1 1 1 250
Colony Ship 1 1 1 1 1 1 1 1 1 1 1 1 1 250
Light Fighter 1 1 1 1 1 1 1 1 6 1 1 1 1 200
Heavy Fighter 1 1 1 1 1 1 1 1 1 1 1 4 1 100
Cruiser 1 1 1 1 1 1 1 1 1 1 1 4 1 33
Battleship 1 1 1 1 1 1 1 1 1 1 1 7 1 30
Bomber 1 1 1 1 1 1 1 1 1 1 1 1 1 25
Battlecruiser 1 1 1 1 1 1 1 1 1 1 1 1 2 15
Destroyer 1 1 1 1 1 1 1 1 1 1 1 1 1 5
Death Star 1 1 1 1 1 1 1 1 1 1 1 1 1 1

Calculated Values

Calculated values are important for determining price-to-performance ratio. When comparing values, though, keep in mind that any rapid fire present can shift the values significantly in favor of the larger ships. Death Stars, Battlecruisers and Destroyers in particular benefit from this, whereas, for example, Espionage Probes and Satellites lose out massively. See the rapid fire table above.

Calculated Comparison Values (Price-to-Performance Ratio)
Name SMU *3 SMU / Structure SMU / Shield SMU / Attack SMU / Cargo SMU / Consumption Cargo / Consumption
Solar Satellite 4,500 2.250 4,500 4,500.0 999999999-.0 999999999-.0 999999999-.0
Espionage Probe 1,500 1.500 150,000 150,000.0 9999)999?.0 1,500.0 0.00
Small Cargo Ship with Combustion Drive*1 5,000 1.250 500 1,000.0 1.00 500.0 500.00
Small Cargo Ship with Impulse Drive*1 5,000 1.250 500 1,000.0 1.00 250.0 250.00
Large Cargo Ship 15,000 1.250 600 3,000.0 0.60 300.0 500.00
Recycler 25,000 1.560 2,500 25,000.0 1.25 83.0 66.67
Colony Ship 70,000 2.330 700 1,400.0 9.30 70.0 7.52
Light Fighter 4,500 1.125 450 90.0 90.00 225.0 2.50
Heavy Fighter 12,000 1.200 480 80.0 120.00 160.0 1.33
Cruiser 36,500 1.350 730 91.3 45.60 121.7 2.67
Battleship 67,500 1.125 338 67.5 45.00 135.0 3.00
Bomber 132,500 1.770 265 132.5 265.00 132.5 0.50
Battlecruiser 135,000 1.920 338 193.0 180.00 540.0 3.00
Destroyer 180,000 1.640 360 90.0 90.00 180.0 2.00
Death Star 14,000,000 1.560 280 70.0 14.00 14,000,000.0 1,000,000.00

*1 = higher speed/consumption from Impulse Drive level 5 onward
*3 = standard metal units (SMU, the metal-equivalent value of the build cost) converted at a Metal:Crystal:Deuterium rate of 3:2:1.

The cheaper structure, shield, attack and cargo are, the more cost-effective the investment.
The higher SMU/consumption is, the cheaper the flight (e.g. attack or fleet saving) at maximum speed.
The higher cargo/consumption is, the more resources you can transport at the same fuel cost.

Maximum Range of Individual Ships Depending on Speed, in Systems / Galaxies
Type Speed
100% 90% 80% 70% 60% 50% 40% 30% 20% 10%
Bomber 17 0 22 0 28 0 35 0 43 0 53 0 65 0 80 0 99 0 123 0
Heavy Fighter 93 0 107 0 121 0 139 0 161 0 187 1 219 1 259 1 309 1 373 1
Destroyer 155 0 175 0 198 1 226 1 259 1 298 1 347 1 407 2 483 2 498 2
Light Fighter 197 0 221 1 250 1 283 1 324 1 372 1 432 2 498 2 498 2 498 3
Cruiser 216 1 243 1 274 1 311 1 354 1 407 2 472 2 498 2 498 3 498 3
Battleship / BC 247 1 277 1 312 1 353 1 403 2 462 2 498 2 498 3 498 3 498 4
Espionage Probe 340 1 379 1 426 2 481 2 498 2 498 3 498 3 498 4 498 4 498 5
Colony Ship 498 3 498 3 498 4 498 4 498 5 498 5 498 6 498 7 498 8 498 8
SCS / LCS / Rec / DS regardless of speed: always 498 systems / 8 galaxies

The cargo shortage particularly affects Bombers and Heavy Fighters severely. Espionage over more than 5 galaxies is also only possible when sending a cargo ship along, with correspondingly long flight times. Otherwise, the effective range is limited more by flight costs than by cargo capacity.

Related Topics


Adapted and cleaned up from owiki.de (GNU Free Documentation License 1.3), a general OGame community wiki — the conceptual explanation applies generally, but specific numbers/formulas may differ from the pr0game source code and are not verified.