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[Discussion] The Galactic Farmers' Almanac 2: The Ultimate Planet Farming

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Posted on 9/28/11 1:22:04 AM | Show thread starter's posts only

2 things u missed  

Territories - fresh astriods means they were on resently, old ones that have been havested 4 times means a long time ago.... about to end with bigger ones indicates they will be on soon

While checking the profile u should check for posts about Go2 To many and to few friends u got an alt to few and allot of friends who play GoII then they might be inactive having not gathered ress in many days (full warehouse +roids) its not worth it to attack inactives who haven harvested in a long time...

Posted on 9/28/11 1:22:04 AM | Show thread starter's posts only

I didn\'t missed these 2 things. I just chose not to include them. Checking Territories and FB posting (among a few other things) seemed too unreliable to include as indicators for a farm profile. That is why I said in the guide that the things list were "some of the things to look for." What I chose to include seemed the best things to create a planet profile with....

Posted on 9/28/11 1:22:04 AM | Show thread starter's posts only

...and thats why i set everything on my facebook to private.

Posted on 9/28/11 1:22:04 AM | Show thread starter's posts only

If you cannot accept the inherit risks to your ships, resources and planet that come with the practice of PvP farming, DO NOT TRY IT!!!

Ok, congratulations, you and your buddy have been playing Galaxy Online for a minute now. You both know the basics. Good on you, but while gold and other resources get a little tight for you around upgrade time, your buddy launches his 3rd 27k Tiamat fleet in 2 weeks. How is he doing it? You are both farming the same instances, so he shouldn't be that far ahead of you.
Then you check the corps event log and see why. That's right, he's planet farming. If you don't watch out, someone's gonna start farming you too. So, now that you realize that Galactic Darwinism is more than just a fancy turn of a phrase, let's get you started.

First, let's call it what it is...
Ok, ok, I'll be honest now. Planet farming IS stealing resources from other players. It's robbery, armed robbery, really. But here's another way to look at it.
It's part of the economics of the game. Your planet only produces a finite amount of resources at a given time. Farming high level instances can yield even more, but you have to run them night and day to see the maximum benefit.
Of course, IGG is perfectly happy taking your money for mall points to help you out, but are you that rich? If so, can I have some MP? If not, then bottom line is simple.
If you want to do more with less in GO2, you must be willing to take it away from someone else. No one should call you a bully for trying the survive in a cold, hard galaxy. Farming is just a part of the game.

No Guarantees without a Thief's Mentality...
Planet farming is NOT a sure fire way to increase what you have. There's no way to know how much resources will come from any planet, if that planet yields any resources at all. On top of that, planet farming is a gamble.
It's gambling with the ships and the resources you already possess. GO2 is a game where there always a certain amount of risk. Planet farming invites even more, so you a have to minimize the risk involved in the gamble. Farmers have adopt a bit of a 'criminal mentality'.
In other words: learn to think like a thief. Face it. If you're planet farming, you kinda are. Thieves want to make as large a profit as possible in their work with a minimum of risk to themselves. Keep this in mind as you farm; maximum profit, minimum risk. The day you let ego, pride, greed or anything else get in the way of this mantra is the day you take on more than you're able to handle.

The Patient Farmer is the better farmer...
With a least 1 fleet built, 2 SP, and about 3-4 mouse clicks, anyone can attack anyone else. That's not farming. That's just stupid. If you launch ships out into space all willy-nilly, be ready to see your fleets get wiped.
The serious farmer needs to have patience. He needs to prepare well. It really doesn't matter what kind of ships you farm with, just take the time know your hardware and fight smart with them.
Using 4 fleets as a minimum for each farm attack is always a solid plan. Using fewer fleets could lead to round outs. Common Commanders will work just fine if you don't wish to put any others at risk.
Farmers with lower tech ships are certainly taking a greater risk than others, but anyone who has researched and developed all the blueprints from instances 1 through 8 before getting started can survive and thrive. Now understand, the more advanced your fleets, bigger (and richer) the planets you can farm.

Farm Profiling: Who 'ya gonna hit?
Ok, the next door neighbor's planet is close by and is looking good for some farming. Is he online? What defenses does he have? Any ships lurking around in orbit? Does he have a great deal of resources to make an attack worthwhile? You're not a psychic. You can't answer any of these questions for sure. Being close by doesn't make for a good farm.
You need to create a profile of the kind of planet that's the best target. This will take some of the guess work out of what you might encounter during a planet hit.
If your neighbor (or any other planet nearby) fits profile, go for it. Here are some of the things to look for to develop a Profile:

'Anybody home?' - Thieves don't knock your front door and then come in to rob you. Neither do farmers, so the player of your target planet being offline is almost always a must. The simplest way to check if a player is online is to, well, friend them. Friend requests will get this message in return if you target's player is offline: "Failed to add Friend. Player has gone offline or the player's ID is no longer present."

'Enter the Planet' - Once a farmer is sure that a target's player is offline, taking a look around is safe to do. Note how advance the alliance center and resource generation structures are, if the warehouse is full, what's being built, upgraded, etc., This will give you an idea of what kind of resources the target has to spend.

Facebook Profile - It's a good idea to at least scan the player's Facebook profile. You're only looking for some basic info (where they live, work, go to school, their age, sex, race, martial status, kids, etc.,) This may seem stalker-ish, but it helps provide a guess to a very important question: When is this player online and what are the odds of them interrupting my farm raid? Where a player lives helps you determine their least active time of day. Also, men spent more time playing online games than do woman, whites & asians more than blacks and hispanics, singles more than married, ages 16-24 more than ages 25+, those in school & unemployed more than those who work and so on. Looking at the FB profile of a player can tell you when and how to farm a target.

Player's ID - Every player has one. It's faster to reference a planet this way than by the coordinates; easier too.

Player's Corp - Dumping all their reso into a corps is a good way to keep it out of your greedy little hands. Also, members of highly ranked corps may not appreciate your trying to take what's theirs. They won't think twice about defending their corps members and/or returning the favor by farming you. PAY ATTENTION TO YOUR TARGET'S CORPS.

Attack - This number gives insight on how 'hard or 'soft' a target is to farm. It's a rating of overall fighting capability. The higher this number, the more numerous (and advanced) the fleets your forces could potentially face as you make an assault. This number you want low, unless you are looking for shoot downs. Targets with over 50K attack power aren't worth the effort if a easier planet is in the area.

Shootdowns - This gives you the exact number of ships your target's fleets have managed to destroy outside of instances and league battles. High shootdown numbers might mean your target is a experienced player, has advanced ships that kill efficiently, and/or farms planets himself. Ideally, you want your target to have this number at 0. Shootdowns are an ugly byproduct of farming.

Space Station level - the higher level the space station, the greater number and level of defensive structures (meteor stars, particle cannon, etc.,) Also, level 6 space stations means that a thor energy weapon can be built. Level 8 stations could potential mean as many as 3 thors. Understand that well developed (and potentially wealthy) planets will have high level space stations.

Instance Level - Instances are the benchmarks for determining any player's progress. Just knowing how many instances a target has completed tells you what technologies they have available to them and how its fleets stack up against yours. You want this number to be VERY low (7 or less). You don't want farms that fight back.

League Rank - If instances are the benchmark of progress, then league rank is the benchmark of battle. You know potentially what kind of fight you are in for when you see a higher
league rank. You always want this number low as well (rank 4 or less).

Please keep in mind that outside of these, the greatest single factor in developing a good planet profile is you. Where are you at technologically? What kind of ships do you fleet? What commanders? A good, solid planet profile means nothing if you are biting off more than you can chew.

Move and Transmit Time
Your fleets' transmit time and move are easily two of the most important things to consider in planet farming. The first determines how quickly fleets can reach a target and the other how far fleets can move around a space station and its defenses each round. Planet farming is about speed; getting to, attacking, and leaving from a good target as many times as possible before anyone can stop you. Fleets with lower transmit times can do this quickly, making frigate designs a good choice for farming. Larger (or less advanced) hulls can still get the job done, but will have to launch from points closer to their target to make up for their higher transmit time.
Regardless of transmit time, the best farming ships take advantage of high move once they reach a target. A move of 6 of more is a wonderful thing, while having 4 or less greatly increases the time it takes to farm a single planet. You can compensate for this by using range weapons (missile and Ship-based), but this creates other issues.

He3 and Weapon selection
One farms to increases their resources, but one also uses he3 for the shields and weapons to take those resources. Ballistics, directional, and planetary weapons burn the least He3 when destroying planetary defenses. Planetary weapons don't attack other ships and directional weapons are the least effective on planetary structures.
These factors make ballistic weapons a common choice amongst farmers, however missiles and ship based weapons (if layered well) cannot be ruled out despite an increased fuel use. Their greater range could cut the time it takes to complete a planet raid, ships not needing to cross a greater distance. A weapon's cool down period is should a factor if enemy ships are not present (destroyed) as it seems that all weapons then fire once every round at planetary structures. A combination of fleets with different weapon types can speed a farm hit while providing a happy medium of He3 fuel consumption.

Fleet Configuration
There is no perfect configuration to send fleets in on a farming raid. Ships available and personal preference are the only constant factors, but there are some basic schools of thought about it:

Mass Fleet Farming - if farming is about being quick, then this method is potentially the quickest. This methodology advocates using many fleets (7-10) in one planet raid, destroying defenses and the space station in a lightning fast attack. The advantage of speed is obvious, but there is also the 'shock and awe' effect on one's target (and any other potential allies) to consider. Few sights in GO2 scare a player out of a fight more than watching a radar screen fill up with incoming hostile fleets. The disadvantage of the this tactic is that while a single farming raid can be done very fast, SP runs out quickly as well. Without additional SP (i.e. SP cards), strikes on other targets or repeated strikes on the same target are limited.

Max Fleet Farming - This school of thought provides the safest means of farming, if 'safe' farming were ever possible. Max fleet farmers use the largest fleets they can, ideally launching only 27k fleets at a target. The advantage comes from the fact of that defending fleets are overwhelmed and potential allies may be reluctant to commit to fighting against fleets so large. The disadvantage is max fleet farmers are unable to assault multiple targets as quickly as those with the same number of ships who use smaller sized fleets. Many max fleet farmers with vast amounts of ships can also adopt mass fleet tactics, creating massive armadas of 27k fleets to ensure the intimidation of any potential defenders.

Minimalist Farming - These farmer create fleets they are only as large as needed to withstand a planet's defensive barrage and take the space station. Basically, the trick here is involve as few ships (and fleets) as possible while farming a target. This is a common practice when farming alt farm planets or any time when a target's defenses are non-existent. The advantage to this philosophy is that multiple farm raid targets can be taken at once due the sheer number of small fleets created from a given amount of ships. Also, if losses are taken, those losses are mitigated by fleet size as well. Unfortunately, fewer and smaller sized fleets are also the problem if the target planet is defended by larger fleets than those attacking. Even if a target is undefended, minimum number of fleets needed to take a target without rounding out is 4. Such a low number of fleets assaulting a target take about 7 and half minutes to destroy a level 6 or higher space station, an eternity if farming in a hostile zone. This disadvantage can be overcome by applying mass fleet tactics as well, although not as effectively.
A farmer can have success using any of these configurations or variations on them. The thing to remember is that no one configuration works for every scenario. Read a given situation and tailor your assault fleets to handle targets based on observation at the time. Though a farmer may have success organizing their fleets a certain way, the best farmers know that the target and conditions around it dictate what fleet configuration should be employed.

SP Management
We are given only a finite amount of SP per day. The rest we have to get from SP cards. You need SP to launch farm fleets. SP use is a certainty, but the resources gained on a farm raid are not. So, at what point is it not longer feasible to farm a target based on your sp consumption?
The answer to this varies, but every farmer should set a lower limit of resources gained based on SP consumption to determine when it's time to move on to another farm planet.
Here's a small example. You attack Planet X with 5 fleets and gain 300 points in resources. Let's said your lower limit is 25 resource points gained per 1 SP spent to launch fleets. Launching a fleet on a target cost 2 SP, so you spent a total of 10 SP. This means that you gained 30 resource points/SP point and it's still profitable to farm Planet X. When profits go below your limit, it's time to move on or send fewer fleets.
You need to take all 3 types of resources into account, not just the total amount of resources. So your lower limit is calculation of all 3 amounts. A good lower limit to start with is 30,000/ SP for each metal, He3 and gold. This number assumes a good amount of profit from a fairly developed farm target. Understand, a single successful farm raid only awards 20% of the total resources from a planet, so you may be able to farm a target several times before going below your limit....or you may need to start looking for a new one after your first successful attack. Management of SP use this way keeps farmers from wasting it on unprofitable targets.

Attack Timing
A good farmer wants to know how long a farming raid will take each time. Timing the length of an attack from start to finish helps a farmer who intends to launch repeated attacks. If their only one farm raid group available, timing is more important in regards to escaping potential defenders who may launch on the target or the farmer's planet in the middle of a raid.
However, when multiple raid groups are being used, knowing the length of time an attack can help increase the number of raids a farmer can attempt in a given amount of time. When a farmer finds a high yielding target planet , making many repeated hits on that target in as short a time as possible will generate higher profits. Ideally, consecutive raids on a high resource target should be launched and so well timed that they begin within minutes (if not seconds) of the completion of the one before it.

Mind your surroundings
Galaxy Online 2 is not played in a vacuum. Player make friends and enemies. Corps have alliance and wars. The landscape of the game is always changing. If farmers don't pay close attention, they are flying blinds.
Farmers tend to move around using galaxy transfer and advanced galaxy transfer cards. Moving into a new area becomes a constant exercise. Taking a slow and careful look around new zone after the move but before starting any farming operation never hurts.
Are there other farmers nearby you? Any planets that just popped up out of nowhere? Wars going on? Resource bonus planets being? These things are all things worth knowing.
Advanced galaxy transfers are more useful, allowing for the scouting of new farming real estate before a move happens. One of the best ways to use agt move to start farming is to port to a side or corner of a zone. This puts a farmer within striking distance of two of more zone without making their home planet's location immediately obvious to potential defenders. Being aware of one's surroundings while making it more difficult for other to be helps maximizes a farmer's risk.

Posted on 6/26/20 8:08:53 AM | Show thread starter's posts only

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