


Redirection after sending a fleet can be individually set for every routine when attacking from the spy table it would redirect back to messages for example Redirection after sending a fleet can be changed to "movement" (AGR Menu -> Fleets) Merchant button is highlighted if there is a new item in Import/Export My version includes a lot of bugfixes and also some new features as well as planned new features: the attack can be lanxed normally if its going for a planet, but if to moon, it cannot be seen, like it already is.Given that the development of AGO has stopped, I decided to take over development and release my own version: AntiGameReborn.

I was thinking it would work best like this: fleet sitting on moon is instantly ported to slot 17 of chosen system> ships fly 20-30mins (1x fleet speed uni) to target planet> attack happens, ships fly back to slot 17 for another 20-30mins> once they reach slot 17 they are instantly ported to your moon where the wormhole was created. Thank you for contributing thought to this. These are just some random times to make this example. That needs to stay in the game or you might never take a bigger player down who makes a mistake.ġ5 min to fly to slot 17 > wormhole to another system > fly from slot 17 to target, 14 minutes?, hit, 14 min to fly back to slot 17 but before your fleet reaches slot 17 it can't find a active wormhole, its being jammed by another player who can now delay your fleet to x time (1 hour?) much like a delayed expo fleet, your no longer in control of the fleet and do the waiting game or get your buddies to help out on your mistake. I do think the idea is nice although i see some issue, you can no longer time someone back from a hit. Read feedback from users, improve the idea and make a final proposal Although there is travel time from target planet back to system wormhole. Traveling from moon to wormhole is instant, travel from your moons wormhole to the target systems wormhole in slot 16/17/18? is instant as well. This is just an extension of the jump gate, no other building required.Īlso this would go really well with the sensor phalanx since you have more of a chance to get someone. Research time remains the same regardless of research lab levels. It is not affected by research lab levels. The research is done entirely off of the moons buildings, maybe they have their own research equipment and can research on their own there. Fuel cost for the fleet would be as if it was traveling within the system coordinates. Research cost could be reduced/increased, research time could be reduced/increased, and systems reach can be increased/reduced, also cooldown time can be changed. This would give players a reason to play the game very late in the game and i think would encourage players to stay in a given uni for longer. This research would be the ultimate endgame feature that surpasses the goal of the deathstar and even moon destruction missions. Each research level of wormhole technology will give you an additional systems reach of 30-35 (random number each level). The research would start costing 25 million deuterium (times the eco speed of the uni).

Giving you the shortest possible timed attack in the game. The fleet travel time would be the same as from slot 16/17 to the planet slot there. For example, wormhole technology will allow your fleet from your moon to be jumped tens of systems away to something like a 16th or 17th planet slot of a system and perform an attack from there to a target in that system. The feature I am proposing is a wormhole technology research that will allow the Jump gate to jump your attacking fleet to a faraway planetary system and attack a target in the shortest time possible for that uni. Fleeting should be the main intent of the game, not expeditions. The feature is for fleeters because we need to save this game and make it fun again. Okay, so i had a real awesome idea of making a feature that surpasses the Deathstar in terms of development in the game.
