Post by darrell on Aug 28, 2015 0:47:36 GMT
The most important thing in playing Astro Galaxy is to remember that it is just a game, do what is fun!
Different players have different playing styles and will give different advice. A lot of information was gotten by other players This guide would not be as complete or helpful without the input I got from Merkaba, Markus, and Myticlord, among many others.
Always have VIP status but only get ships officers when they will be an advantage to you. It helps if you convert some of you AP to QP as you proceed, that way you don't need to spend a lot of money at once.
Science is importatant, I recomend that captains with less than 10M total power have at least 1 RP/hour for every 20 power points.
If you are still in the academy, make sure you complete it. You get a second ship, 20 QP, plus a lot of additional benefits. If you mess up, you can restart the course, but once you graduate, that is it for the acadamy, no more second chances.
Using the Autopilot: First set your course.
Different players have different playing styles and will give different advice. A lot of information was gotten by other players This guide would not be as complete or helpful without the input I got from Merkaba, Markus, and Myticlord, among many others.
Always have VIP status but only get ships officers when they will be an advantage to you. It helps if you convert some of you AP to QP as you proceed, that way you don't need to spend a lot of money at once.
- Navigation officer and engine specialist when you have multiple ships doing SOS missions or otherwise do a lot of traveling.
- Science officer when you have 300,000 RP/hr or more.
- Combat officer when you have multiple ships running COM missions.
- Manufacturing officer if you need more manufacturing capacity. Get manufacturing officer Before creating a factory ship.
Science is importatant, I recomend that captains with less than 10M total power have at least 1 RP/hour for every 20 power points.
- Buy the largest orbital station. (artificial moon) plant it at a remote planet or moon, fill with SLB's Mk 1 to start. Due to the fact that stations can't be captured it is unlikely that a station 20 or more LY from SOL will be disturbed. (unless someone has a grievance with you specifically.) You can have multiple science stations, but if you have more than a half dozen, the station license cost means that it is more economical to upgrade your SLB's than add stations. (I am currently upgrading my SLB's from Mk CC (200) to D (500)
- When you create a class 12 (titan) factory ship, you can put 70-80 SLB's on it and still have 20-30 slots for engines and cargo bays.
- When ready to upgrade SLB's best to upgrade in steps, start with SLB-1's and upgrade to SLB-X (10) then the SLB-X to XX to L (50) to C (100) to CC to D to M etc.
- I am not in favor of placing SLB's on random planets, they clutter up the game board and make it difficult for those that want to mine.
At astro galaxy the basic modules have abbreviations. For clarity most players give different abbreviations to the advanced modules. remember that these abbreviations are not official and won't be seen on your browser. Some examples are:
- MIF = MIning Facility --- AMF = Advanced Mining Facility --- SMF = Specialized Mining Facilty.
- CAB = CArgo Bay --- ACB = Advanced Cargo Bay
- EMS = ElectroMagnetic Shield --- AES = Advanced Electromagnetic shield.
If you are still in the academy, make sure you complete it. You get a second ship, 20 QP, plus a lot of additional benefits. If you mess up, you can restart the course, but once you graduate, that is it for the acadamy, no more second chances.
- Don’t sell your science lab. Better to sell the mining facility once you finish with Venus (replace it with an ATmospheric Harvester before going interstellar) or the ViPeR squadron and/or armor after you finish with combat training. (Alpha Centauri has few open slots for miners, lots of open slots for atmospheric harvesters.)
- Make sure you use the 20QP to get VIP status.
- It is better to optimize and customize your existing ships first, wait to buy a third ship. Keep your small ship a class 3 frigate and install Mk 10 scout optimization for $3.1M, it will permanently make the ship twice as fast in both FTL and WHG modes, AND will use half the fuel per LY/AU.
The decision to use either standard or advanced modules is mostly personal preference. The basic modules are less expensive to build but require more time to both manufacture and research. For example:
Research | manufacturing | cost | utility | |
Standard CAB-CCC | 108,360,000 | 38 days | $379,200 | 7,575 m3 |
Advanced ACB-C | 75,750,000 | 13 days | $846,200 | 7,725 m3 |
Using the Autopilot: First set your course.
- star maps --> plot new course --> select your destination --> confirm.
- Alternate method if you are at a location you want to return to: Nav comp --> add coordinate. Later you can use the blue triangle to set a course to that location. (green circle will take you one jump only.)
- Your ship will set for a minute or two ready to jump, and then after it jumps it takes another minute or two to start the next jump timer.
- Your web page dosen't change unless you reload the page. A ship on autopilot can have completed the jump and started the next timer on the game system host computer, but you would never see it on the website unless you hit navigation again or refresh in the address bar.
- There are certain rare times that the game can overload your cargo bay, causing an "integrity alert" although you can't manually jump the ship, the autopilot can do multiple interstellar jumps with an overloaded cargo bay.