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Fleetsave Guide v2

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Fleetsave Guide v2 Empty Fleetsave Guide v2

Post by Guest Sun Sep 11, 2011 6:17 am

This is a guide for noobs and pros. It's divided into a different ways of FS. Each way starts with the simple stuff for newbies and gets more advanced towards the end. Fleetsaving is important to all - fleeters, miners and even turtles. No FS = no Fleet is a golden rule of Ogame and a first step to a successful Ogame career.


Chapters:


1) Harvesting
2) Deployment
3) Colonizing
4) Expeditions
5) ACS defending
6) Attacking
7) Espionaging


Notes before reading:
- if you just joined a brand new uni (first 7 days after it opens) you should read chapter 5 (8 if non-ACS uni), then 1 and 2
- if uni is a bit older than 7 days, but young enough that there's no moons also read chapters 6 and 7
- the only real FSs that work in longer terms are in chapters 1, 2 and 3
- FS under the chapter 2 is the safest FS
- FSing with missions under chapters 4, 5, 6, 7 and 8 are normally never a good idea
- chapter 1 starts with some very basic things - start there if you're new
- if your uni is a non-ACS one, you don't need to read chapter 5


Intro

Did you ever wonder where your resources and ships have disappeared while you were gone, and what the red messages in your PM box mean? It means you have been attacked. Check the report for details to see what you lost and who attacked you.

The concept of Ogame is to crash fleets and take resources. Planets can't be conquered, research can't be taken away and mines can't be torn down by other players. Once you have those, they can't be taken away from you. Ships and defence, however, can be destroyed. While destroyed defence doesn't create any debris, 30% (and 40% in uni 40) of the structural integrity (metal + crystal used to build a ship) of ships will end in debris, where attackers can harvest it and use it themselves.

They can also take up to 50% of your resources per attack that you leave on the planet. To be a successful player and to be able to progress, you need to learn how to be unprofitable. Being unprofitable is all about not keeping anything worth taking on your planets. Defence does help to prevent you from being crashed, but remember that there will always (almost) be players big enough to get through defence - even if just for the sake of it, as turtles aren't very popular among players. So what's a secret of how not to be attacked? Fleetsaving (FSing).

Mastering the art of fleetsaving requires understanding one important concept of Ogame, that while your fleet is moving around the Universe, it cannot be attacked. This is not Star Wars, if your fleet is not sitting on your planet, no-one can hit it. Therefore it is imperative that that you fleetsave (resources and fleet) while you're not online.



Last edited by reisamm on Mon Sep 12, 2011 1:17 pm; edited 3 times in total
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Fleetsave Guide v2 Empty Re: Fleetsave Guide v2

Post by Guest Sun Sep 11, 2011 6:35 am

1) Harvesting

As a method for fleetsaving, harvesting is particularly easy to master. Simply select your recycler and the rest of your ships, and send them off to a debris field. Make sure to time it to return when you'll be back. Always act conservative, if you believe you will be back in 9 hours then fleetsave for 10. This is to prevent your fleet arriving back on your planet early, which may then leave enough time for an opponent to attack it. It will also make sure you are online before your fleet lands, which may be useful if you need to try and avoid a phalanx hit.

Question: How do I get a recycler?
Answer: First you need to meet some requirements. Go to Shipyard -> click on Recycler -> open Techtree. This will show you the requirements you need to be able to build one.

Question: I can't send a recycler. Why?
Answer: There's two ways to send a recycler.

First, go to the galaxy and find a debris field. Click on the planet next to it and select attack or transport (you'll change that later; this way just allows game to select the coords so you don't type in the wrong ones). It will take you to the fleet screen, where you can choose your ships and load the resources. Click next. On this screen you will have to change the "planet" to "debris" at destination. Simply click on the picture of a DF. Here you can also select the speed of your fleet. If you can't find a good speed, try to find a DF further/closer from you. Click next, load resources and there you go. Make sure the mission is really "harvest" just to be sure.

Second way is to have the co-ords of the DF known already. In this case, go to fleet, select ships; then on next screen select speed, "DF" and co-ords. The rest is the same.

Note: When/if using a commander, you can send a recycler straight from the galaxy view. The appropriate number of recyclers will be chosen and sent to DF at 100% speed. When/if not using a recycler this option is blacked out.

Dangers of this kind of FS:
When FSing with harvest mission from a planet, this is in most cases an extremely unsafe way to save your fleet and resources. Ever heard of phalanx? Read this: Moon, Jumpgate and Phallanx FAQ ver3 In short, phalanx is a building on a moon which allows other players to see fleet movement at planets. Only mission that can't be seen on lanx is recalled deployment, but more about that later.

Wondering how it looks like? Here's a screenshot:
Fleetsave Guide v2 11vo4n6

As you can see, the attacker sees what your fleet is made of and exact time of landing. Resources in the fleet can't be seen.

Note for attackers: DFs can't be lanxed and the time you see on the lanx is a cumulative of both times - time a fleet needs to reach the DF + time it needs to return. This is important for attacker as defender can recall his fleet. Fleet will still be seen on lanx, but the return time will be shorter and his fleet could return too early to be caught if launching again.

Question: Are there occasions when I can use this kind of FS?
Answer: Yes, there's two occasions where this FS works fine.

1. At the early start of the uni - when you're not under lanx

Right when a new uni opens, players have no moons. This normally lasts for some weeks and with a good planet placement you can stay out of lanx reach and FS with harvest mission (DFs can't be lanxed, so you're safe as long as the planet you're FSing from isn't under lanx) Probe moons and calculate if you're under lanx (Formula for lanx range can be found here: Formula Thread v3). As soon as you are under lanx (preferably a bit earlier - just to be sure), move on a new planet that is not under lanx or use a different FSing method.

2. When you own a moon

Important thing you also have to know about phalanx is that moons can't be phalanxed. With this info, a harvest mission FS can become very safe when you own a moon. BUT! There's still ways to catch a harvest FS, and they're not too uncommon. As this is a FAQ about FSing, I won't go in details. Let's just say that when your fleet gets big, you will FS in same system to reduce fuel cost. FSing to a DF means that a DF will disappear when your fleet reaches it. If a person studies your FS times, they can calculate about when you will arrive to the DF and watch it dissapear. When that happens, (assuming they know your drive tech and speed of a FS) they can calculate the exact time your fleet returns and catch you. This is called a blind lanx. As the attacker can't check how good he caught you, you can still save yourself if you log in before the attack happens. See how to do that in this guide: So you wanna be a Hero? - from a n00b to a pr0 Even with your fleet on a good FS, it is still important to be online before it returns.

Question: Soooo... is there a way to make it safer?
Answer: Yes, it's called a invisible DF. Invisible DF is every DF that is smaller than 300 units. It will not show in the galaxy view, but it still exists, therefore you can send ships to it. Blind DFs can be made visible in most cases. That's simply done by crashing a probe to a planet with some defence/ships and there you go - a DF. At some occasions, DF can't be made visible though. That's when that kind of DF is at: inactives planet without defence, v-moded player or a floating DF (DF that was there when a planet existed, but the owner deleted that planet - those DFs stay and don't get deleted). So, if you FS to one of that DFs, you're safe from being timed back from a DF.

BUT! There's always a but Wink Here's the dangers of that:

- FSing to v-moded player's DF: They can come online. You have to keep the DF "alive". See the note.

- FSing to a "floating DF": Attacker can check if there's floating DFs in your system. If there's only one and they figure you FS this way, they can colonize a slot and create a visible DF. You also have to keep the DF "alive". See the note.


Question: What can I do if there's no good planets to FS to in my system?
Answer: You can use baits to make a DF watch harder. This means sending at least one additional fleet to the same DF as your main fleet. Fleet must consist of a recycler and the slowest ship you use in a main fleet. That's because your bait have to travel with same speed as your main fleet, which means that if you're using deathstars to slow down your main fleet, you should use one with your bait as well. Make the bait arrive to the DF about 30 + seconds early. This will make the DF watcher think your main fleet harvested it and time the attack to hit your bait.

Question: Great! So this is perfectly safe!?
Answer: Not quite. Remember, your attacker is clever, they can easily check if you're using baits. How? By creating another visible DF (crashing more probes) right after your bait harvests the first one.

Question: But... what if I make the main fleet get to the DF soon enough that attackers second attempt to create a visible DF isn't fast enough?
Answer: That could work, but remember that sometimes the attacker will create the first DF big enough to completely fill your recycler you're using as a bait. To be comepletely safe, use about 10 recycles in your bait and use more baits (three or even more - depends on how hunted you are). Hide your fleet in a random position between baits to make the attacker have to guess where your fleet is.

Or even better, save yourself from these problems and fleetsave with colonisation mission.

Moon destruction missions (MD missions)
Right, in case you've no idea what that is about: a deathstar is the only ship that can destroy moons. In later stages when uni gets old (especially speed unis), fleets get big and deatstars relatively cheap. Players can attempt to destroy your moon in order to be able to see your fleet on the lanx. If a moon is destroyed, all fleets returning to the moon will go to the planet instead. They then become visible when phalanxing the planet in question. In this case it does not matter to what kind of DF you FS. Once a moon is destroyed, it doesn't matter anymore.

Question: What can I do about that?
Answer: Well, you can never be 100% safe. If a player decides to crash you, they can do it. What helps is having all planets mooned and FS from a different one every day. This way the attackers will not know where your fleet is and will have to destroy all of your moons to find your fleet. That requires a lot of deathstars and more, well organised attackers. Another plus is to have a defense on every moon. It will make the attackers think twice if it's worth it.

To conclude, the best way to FS with harvest mission is:
- to FS with harvest mission from a moon to a 35+ days inactive player without defence and with bought DM
- to have all planet mooned
- to have defence on all moons
- to FS from a different moon every day
- to split your fleet


Last edited by reisamm on Sun Sep 11, 2011 6:53 am; edited 1 time in total
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Fleetsave Guide v2 Empty Re: Fleetsave Guide v2

Post by Guest Sun Sep 11, 2011 6:48 am

2) Deployment

If you have more than one planet, it is possible to fleetsave by deploying your ships and resources to your other planet. This is especially useful (and safe) when you start a new account as you won't yet have the techs for recyclers yet. Remember to use this tactic means that you must choose the time you're not going to be online carefully, as it will only be ONE WAY, unless you recall it. For example, if you are going to be online in 9 hours time, pick the 10 hour flightime, which will hopefully prevent your fleet being destroyed between its landing and you logging on.

Dangers:
Well, this kind of FS is not completely invisible to the phalanx. Deploment mission can always be seen on the planet the deployment it heading to. However, deployments can never be seen on the planet they were sent from. So, until your fleet is heading towards another one of your planets, the attacker will still see it coming. Important thing to remember is that once you recall your deployment it can't be seen on lanx. It dissapears from the lanx completely.

A screenshot from the deployment mission:
Fleetsave Guide v2 2i1ow8n

A quite big disadvantage of deployment FSs is deut cost. Unless you place 2 colonies in the same system, this is an expensive way to fleetsave. With a highly recommended planet placement across galaxies it costs you a lot. If you let a deployment land, it will return 50% of the deut spent for a flight though. Due to the deut cost, many players place 2 colonies in same system and the rest further away.

Question: I've heard about recalled deployment FS to be the safest. How does that work?
Answer: Once all of your planets are under lanx, this is the safest way to FS without moons. It's even safer if you have moons. There's two ways to FS this way.

1. Make a FS arrive a bit later then you're planning to log in.
It's important that you're logged in before your fleet lands! Attacker will still see your fleet heading towards a planet. Only recalled deployments aren't seen on lanx. They might try to lanx you hoping you won't be online when your fleet lands. If you're online, you can save your fleed by recalling it in case you see you're under attack.

Note: PM the attacker first asking to recall so you won't have to wait for your recalled deployment. Also, see the next question for more details.

2. Make a 10% FS and recall it in the middle of the time you want it to return.
A very bad side of this FS is that you need to be online in the middle of the FS. Not really a good thing when that's 3 am at the middle of the night, right? Also, you need to calculate when you need to recall your fleet. Ogame already calculates the exact time your fleet will return in case you recall, but you need to know when to log in to recall. Note that when you recall your fleet, it will take the same time to return as it needed to arrive to the point when you recalled it. So, if you need your fleet back in 10 hours, you need to log in after 5 hours you started the FS. You need to send your fleet at 10% to reduce the deut cost - the time fleet needs to arrive to the chosen destination is not important as you'll recall it in any case.

Note: Especialy when having a big fleet, never recall your fleet immediately after the login and then logout and do nothing else. Attacker will easily blind lanx you by lanxing the target planet all the time from when you log in on. until you recall your fleet.

Question: So I'm safe when I recall my fleet?
Answer: Sadly, you're not 100% safe. For first FS, there's a strategy called "forced recalled deployment blind lanx" and here's how it works: Attacker lanxes your deployment and launches fleet on 100% to arrive seconds after yours. As soon as you log in, he starts lanxing your planet every 2-3 seconds. You will probably PM him asking to recall as you're on, but when you'll realise they won't recall it, you'll recall your deployment. Attacker will see that your fleet has dissapeared from lanx and note down the exact time when you recalled. Now he can calculate the return time of your recalled deployment.

Instead of recalling, try to arrange a ninja instead, if possible (especially in acs unis). Also, note that this is quite expensive for the attacker as every lanx report costs 5.000 units of deuterium and a lot of lanxing is needed, so you're safe if you only have a small fleet that would not be worth it.

With a second FS, attacker can't force you to recall, as you recall in any case. It is still not 100% safe though. If you regularly FS in same pattern, attacker can soon see about when you normally recall your fleet and lanx a lot at the predicted time of your recall. It's harder to catch than the first one though, as it normally takes more deut to lanx you.

Question: But what about FSing to a moon?
Answer: With a moon, everything gets easier. Deployment FS with only one moon is rational when you have two planets in same system and one of them mooned. You need to launch your fleet from planet and make it arrive to the moon. This will be completely invisible to lanx, even if a moon is destroyed.

Problem with this kind of FS is that FSing from moon to planet isn't as safe - that's due to the strategy above. Attacking works the same way. To avoid that you need to deploy your fleet quickly back to the planet and then FS to moon. This will cost you a lot more deut if you have a decent fleet.

Question: Ok, now let's get 2 moons! How about now?
Answer: Now that's known to be the safest FS you can make. Again, having both moons in a same system will save you deut if you're planning to use this kind of deployment.

Detailed explanation of why this FS is so good:
As moons can't be lanxed, FSing with deployment between 2 moons is completely invisible to the lanx. Even more than that! It is completely invisible even if you have both of your moons crashed! Let's look at the quote from the Phalanx guide again: If a moon is destroyed, all fleets returning to the moon will go to the planet instead. And even more important: All foreign fleets sent to the moon will be automatically recalled at the same moment when the moon explodes. Let's remember the line about the deployment: Recalled deployments can't be seen on lanx.

Now let's imagine someone would like to crash our fleet which we FS with deployment between moons. As moons can't be lanx, the attacker will try to destroy your moons in order to see your fleet. But here's a bad news for the attacker: even with both moons gone, they won't be able to see your fleet. Lets see how:

Imagine you FS from moon A to moon B.
1. Attacker destroys moon A: He will not be able to see anything as deployment can only be seen on the planet it's heading to (unless recalled).
2. Attacker destroys moon A and then moon B: When moon B is destroyed, your deployment will continue heading towards the destroyed moon and will retun normally. It will still be invisible to the lanx.
3. Attacker destroys moon B: As above, just that recalled deployment will return to the moon. It makes no difference as recalled deployments can't be seen on lanx.
4. Attacker destroys moon B and then moon A: As above, recalled deployments are always invisible.

Question: So is this the uncrashable way to FS?
Answer: Not quite. A very determined and skilled attacker will always find a way to catch you.

1. They can destroy both your moons, forcing you to FS with deployment between planets and then make a forced recalled deployment blind lanx. This kind of FS, however, forces attackers to spend a lot of deut and even more time and effort, so it's not likely to happen.

2. It is also possible to catch this FS with destroying one moon (moon B if I take the case above). To do this, you need to know the exact time of when the FS was launched, time of moon destruction and defenders drives. Some player's last action before they log off is fleetsaving. If you're sure this is the case, you can check the activity at the planet defender FSed from. From this you can calculate the exact time a fleet was launched. When a moon is destroyed, you can calculate at what time the fleet will return back to the other moon and try to blind lanx it. Note that it's very liekey you will miss the target due to a hard way to tell when a fleet was launched.

To avoid being crashed this way, always make some activity a minute or two after fleetsaving.

To conclude, best way to FS with deployment mission is:
- deploying between planets and recall if being under attack
- deploying between moons


Last edited by reisamm on Sun Sep 11, 2011 6:54 am; edited 1 time in total
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Post by Guest Sun Sep 11, 2011 6:53 am

3) Colonizing

Colonisation mission is normally used when colonizing a new planet. However, when you have all your planet slots full, it can also be used as a pretty good fleetsaving method. In order to FS with colonisation mission, you need to have a colony ship. Choose fleet, select desired time and coords and fill the fleet with resources. You will get this warning:

Fleetsave Guide v2 Biqd4z

Click yes and the fleet will be on the FS. Once your fleet reaches the destination, you will recieve this message:

The fleet has arrived at the assigned coordinates. [X:XXX:X], and discovers that the planet is qualified to be colonized. Shortly after starting to develop the planet, colonists realise that astrophysics has not been studied sufficiently to colonize this new planet.

Your colony ship will not be destroyed during the procedure and there will be no sign that you tried to colonize a slot. No resources will be lost. Your fleet will return normally.

Question: But, is it phalanxable?
Answer: Yes, the planet it was sent from can be lanxed, thus making this kind of FS only useful when you're not under lanx. This only if you send from a planet, not phalanxable if you send from a moon.

Screenshot from lanx:
Fleetsave Guide v2 258z288


Question: How is this better than a harvest FS?
Colonisation FS is very similar to a harvest FS, in both cases only a planet these missions were sent from can be lanxed. Colonisation has one big advantage though. No-one will see you colonizing and there will be no disappearing DFs, therefore you can't be timed back in a blind lanx. Also, you normally don't have an inactive player without defence and with bought DM in every system, but there's empty slots in nearly all systems, which makes it even harder to tell where you FS from if you have all planets mooned and FS randomly from all.

Note: The dangers of this FS are similar to those when harvesting. Please see chapter 3 for that.

To conclude, the best way to FS with a colonization mission is:
- to have all planet mooned
- to have defence on all moons
- to FS from a different moon every day
- to split your fleet
- advantage from harvesting is that you don't have to look for good DFs



Last edited by reisamm on Thu Nov 03, 2011 6:38 am; edited 1 time in total
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Fleetsave Guide v2 Empty Re: Fleetsave Guide v2

Post by Guest Sun Sep 11, 2011 6:55 am

4) Expeditions

Expedition is a special mission which lets you explore the outer space. You can read about it here: FAQ about Expeditions and Merchants You need to research astro technology in order to be able to make expeditions.

As you can only get lanxed on the planet the expedition FS was launched from, some players can be tempted to FS with this mission, especially because it can bring you some profit while you're gone. But be careful! The chances of your fleet getting delayed or coming home early are big and you can also meet aliens, pirates or have your fleet lost. These are all reasons that this kind of FS isn't optimal, even when if have a moon and FS from it.

Screenshot from expedition FS:
Fleetsave Guide v2 14kit0m

To conclude:
Never send your entire fleet to expedition with intention to save it.

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Post by Guest Sun Sep 11, 2011 6:58 am

5) ACS defend

ACS defend is a mission that is only enabled in some unis. It allows you to combine fleets with your allies and attack/defend together.

ACS defend can be used as a FS as well. It's not particularity useful once you have recyclers or colony ships, but can serve you well early in the uni when there's no moons or around. For the first 7 days there's no inactives to attack via FS, so ACS defend mission can be a solution. In order to be able to do an ACS defend FS, you need to be buddies with a player you'll be FSing to or be in the same alliance. Select all ships and set hold time to 0 This is very important as hold time longer than 0 will make your fleet sit at your friends planet, ready to be crashed by anyone. When selecting a 0 hour hold time, fleet will return instantly. Select a desired speed and appropriate coordinates. Don't forget to save your resources with fleet. You will see option ACS defend at the fleet launch screen - choose it and you're good to go.

Question: Is it lanxable?
Answer: Yes, it can be seen on lanx at both planets.

Screenshot from lanx from the planet this FS was sent from:
Fleetsave Guide v2 2nbhcox

Screenshot from lanx from the planet this FS was sent to:
Fleetsave Guide v2 2ibmb9y

Disadvantage of this FS:
1. You can't ACS defend players in noob protection.
2. It's lanxable when sent from a planet and to a planet.

Question: How about ACS defend from a moon to a moon?
Answer: This works too, but it normally costs you more deut than a colonization or harvest FS, so it just doesn't make much sense FSing this way.

To conclude:
Other than very early when a universe opens, it's just better to use other kind of FSs.

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Post by Guest Sun Sep 11, 2011 7:04 am

6) Attacking

Fairly self-explanatory this one. Find an inactive that your fleet can hit profitably, and send your ships at the speed needed. This way, you can get some resources while you're gone. If you time your recyclers to reach the debris field after your fleet hits you can also get that back, reducing losses. The best tactic to use is to send your attacking fleet off on it's own, then send your recs with all your other ships (cargoes/probes etc) along with your res. This way, even if anything does go wrong with the attack your res is still safe. Make sure you ONLY use this method on inactives, an active player would have plenty of time to 'ninja' (bring a larger fleet to their planet to destroy your attacking fleet) your fleet, whereas the chances of an inactive player ninja-ing you are remote. The danger may occur if the player logs in, but that doesn't happen often.

This kind of FS is only useful from 7 days after a new uni opens to the time when your or attacked planet are under lanx. Why? Because the fleet can easily be spotted via lanx. You can be lanxed on the planet you launched and attack from and also on the planet you're attacking thus doubling the chances to get lanxed.

Screenshots of attacking mission:

1. Lanxing your planet:
Fleetsave Guide v2 14t4i9k

2. Lanxing your fleet at the planet you're attacking.
Fleetsave Guide v2 2edywxu

Note to attackers: Similar to lanxing a harvest mission, when lanxing the planet a fleet was launched from, the time you see is a time a fleet needs in both ways: time it needs to arrive to a planet + time it needs to return. You can see this in a report above.

This method is sometimes used by "uber turtles" who keep some fleet behing a huge defence thus making it unprofitable to hit. As said at the start of this guide, this isn't 100% safe as all defences can be crashed.

FSing this way when under one or more lanxes can be even more dangerous than having your fleet sitting!

Question: What about attacking from a moon?
Answer: As it's lanxable on the planet you're attacking, not even a moon will make it safer.

Question: What about attacking an inactive moon from your moon?
Answer: When your fleet arrives to the target moon, activity will be created, meaning you can get timed back. FS can't be lanxed, but the defender can come online any time or get deleted, so it's better to use a different kind of FS.

Note: If you're using this method on an inactive player and they get deleted, your fleet will return instantly when a planet is deleted! Time of deletion is 7 days after the acc was set to deletion at 1:10 am server time, or 35 days inactive without bought dark matter.

To conclude:
Unless none of the planets, the one you're hitting and the one you're launching from, are under lanx, this is an extremely bad way to FS.

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Post by Guest Sun Sep 11, 2011 7:06 am

7) Espionaging

Just like the attacking method, except that you include a probe and select the mission 'espionage'.

This is also a very bad way to FS, and here's some reasons why:

1. If there's any ships on the defenders planet, even solar sats, a battle may occur and you can lose the entire fleet.
2. Bad idea to do it on an active player - it's a recipe for an easy ninja.
3. It's lanxable at both planets.

The only advantage comparing to FSing with an attack is that if there's inactive turtles with 0 ships (not even solar sats), you're better off by using espionage than attack. This is hardly an advantage as there's too much to go wrong and there's just too many other, better ways to FS.

Screenshot from lanx at your own planet:
Fleetsave Guide v2 14v6yvr

Screenshot from lanx at the planet you're spying:
Fleetsave Guide v2 Npngbm

Moon doesn't help much in this case either.

Note: If you're using this method on an inactive player and they get deleted, your fleet will return instantly when a planet is deleted! Time of deletion is 7 days after the acc was set to deletion at 1:10 am server time, or 35 days inactive without bought dark matter.

To conclude:
This kind of FS is useless in most cases. Only way you can use it is when none of the planets are under lanx, but the inactive has too much defence to win the battle and 0 ships at the planet.

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Post by Guest Sun Sep 11, 2011 7:07 am

Additional tips

There are a few general game points that you may/should remember whilst fleetsaving:

1) Death Stars are good for fleetsaving, as they travel very slowly and use very little deut and have the largest storage area (1M). This slows down the overall speed of your fleet, allowing you to save for extremely long times whilst using very little fuel. This can be exceptionally handy if fleetsaving by deploying between 2 colonies in the same system, for moon to debris field harvesting fleetsaves or colonization FSs.

2) You may see that some bigger players do not fleetsave. This is because their fleets and defences are so big, no-one is able to take them out without unprofitable losses. Even in this case, you can get crashed (see an example: Top 01 [TD: 14.033.251.000] JimmyN [INC] vs Lord42 [TeamEvil] Part 1 of 3 - The Carnage) However, it is only when exceptionally large fleets are owned that players dare to do this, fleetsaving is a must for most gamers. Players that hide behind huge defences are known ingame as 'turtles', and hunting turtles has become a fairly popular sport and turtling usually actively discouraged by the OGaming community.

3) Some very good players may crash fleets by learning their online times and therefore knowing when you fleetsave, allowing them to time their fleets close even without a phlanx. To avoid this, fleetsave to different debris fields, at different times, or by splitting your fleet up for the maximum safety margin.

4) It is always worth leaving a few recyclers and transports on your planets 'just in case'. You never know what may happen in OGame, and should the worse come to the worse, you will have options available to res-save or, should the unthinkable happen, attempt to collect the debris of your fleet before your sly attacker.

5) Always remember that a bad FS can be as lethal as not FSing at all.

Ultimately, just remember that players will always attack you to make a profit. If you leave resources or ships lying about, they'll get destroyed, defence or not, if the attacker can use your hard-earned res for something else. So, make yourself unprofitable by fleet-saving and res-saving, and you'll progress a lot quicker. If your alliance is at war then the rules are slightly different, as players will attack you just for the hell of it, but if you've fleetsaved you've got nothing to worry about.



Final conclusion:

1) The safest way to fleetsave is between moons via a deploy mission.
2) If you don't have a moon, use the recalled deploy method.
3) ALWAYS time your fleet to land AFTER you expect to be online. You never know when you'll miss the bus or your alarm clock will fail.
4) Fleetsave resources


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