Difference between revisions of "Tutorial:Defense"

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==Chance of reconstruction==
 
==Chance of reconstruction==
 
   
 
   
As said, defensive units can't fly or magically disappear, so they can't be saved from attacks. But if they are destroyed during an attack its not the end. In ogame every type of defense has a chance of 70% to be repaired after it was destroyed during an attack. If you use the premium-feature "engineer" the chance is 85% (see '[[Premium_features/en|<span title="Premium features">Premium features</span>]]').  
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As said, defensive units can't fly or magically disappear, so they can't be saved from attacks. But if they are destroyed during an attack its not the end. In ogame every type of defense has a chance of 70% to be repaired after it was destroyed during an attack. If you use the premium-feature "engineer" the chance is 85% (see {{Link|Tutorial:Premium features}}).  
  
 
This feature doesn't allow your enemies to wipe out your defense in just 1 run. They have to fly numerous attacks against your planet before everything is gone.
 
This feature doesn't allow your enemies to wipe out your defense in just 1 run. They have to fly numerous attacks against your planet before everything is gone.

Revision as of 08:28, 15 December 2010

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While ships are indispensable for offensive actions, there are defensive structures for defensive players to allow them to protect their planets from other players. Those are built the same way as ships and from then on are always ready to fight against attacking ships. Depending on how many defenses one builds, one can defend more or less resources from other players, as a big defense makes attacks unprofitable for other players. Though there are also those players who systematically attack heavily-defended planets (so called turtles).

Balanced buildup

When building a fleet there are some major points you have to pay attention to. The same goes for defenses. The amount of defensive structures should always be matched with the needs of the planet / moon the defense is built on. If your goal is to just save those res you produce over night it would be overkill to build a huge turtle worth some hundred-thousand points.

Though if you want to defend your whole fleet (at least for a while) you of course need a much bigger defense. The right mixture of the different units is very important too. Analog to small ships, small defensive-units later take the role of "cannon fodder", while you build the big guns for the big bang.

But no matter how strong your defense is and how well thought-out its design, the best defense is the one that's never used. When you're unprofitable for even the strongest players in your universe you're almost 100% sure to not be attacked.
Exceptions are:

  • above mentioned "turtle-hunters". They'll smash you to pieces just for fun.
  • You play in a special universe where a certain % of the defense-cost goes to a debris-field when its destroyed (def-to-DF-unis). In such unis a big defense is like a free BBQ for all players with a strong fleet, as defense can't run away from an attack.

Chance of reconstruction

As said, defensive units can't fly or magically disappear, so they can't be saved from attacks. But if they are destroyed during an attack its not the end. In ogame every type of defense has a chance of 70% to be repaired after it was destroyed during an attack. If you use the premium-feature "engineer" the chance is 85% (see Premium features).

This feature doesn't allow your enemies to wipe out your defense in just 1 run. They have to fly numerous attacks against your planet before everything is gone. Another way to destroy defense is via using interplanetary missiles.

The different defensive units

Even though all defenses have the same purpose, to protect your planet from enemy attacks, some units are more specialized then others. Its basically the same as with fleets. All units play their own important part, but only in combination with the others are they the most effective.

Rocketlauncher
The first available defense-unit in OGame is the rocketlauncher. It's the cheapest unit too. It is, especially in the later game-stages used as cannon fodder.....huge masses to spread enemy fire and give the big guns a better chance to survive and hand out damage. Its biggest disadvantage is, that some ship-types (especially cruisers) have a very high rapid-fire against them. So you should combine them with Light Lasers.
Rocketlauncher
Technical data:
Hull: 200
Shield: 20
Weapon: 80
Costs:
Metal: 2.000
Crystal: 0
Deuterium: 0

Light Laser
The light laser is the second cannon fodder-unit. Marginally more expensive then the rocketlauncher it has a bit better stats and cruisers don't have rapid-fire against them.
Light Laser
Technical data:
Hull: 200
Shield: 25
Weapon: 100
Costs:
Metal: 1.500
Crystal: 500
Deuterium: 0

Heavy Laser
Too expensive for the role of cannon fodder, it still shouldn't be missing in any good defense. Especially good against light fighters as each shot of a heavy laser can kill 1 light fighter.
Heavy Laser
Technical data:
Hull: 800
Shield: 100
Weapon: 250
Costs:
Metal: 6.000
Crystal: 2.000
Deuterium: 0

Ion Cannon
No defensive unit has stronger shields then the Ion cannon, making it very durable. Its high crystal-costs in addition with its low attack-strength make it less popular then Heavy Lasers or Gauss Cannons.
Ion Cannon
Technical data:
Hull: 800
Shield: 500
Weapon: 150
Costs:
Metal: 2.000
Crystal: 6.000
Deuterium: 0

Gauss Cannon
Long before you have access to the Plasma Turret you'll be able to build Gauss Cannons, the second-strongest defensive-units. Their good attack power makes them especially good against cruisers and battleships.
Gauss Cannon
Technical data:
Hull: 3.500
Shield: 200
Weapon: 1.100
Costs:
Metal: 20.000
Crystal: 15.000
Deuterium: 2.000

Plasma Turret
The biggest gun with the highest price. The needed researches alone are a fortune for players in the early days of their career, and the turret itself is pretty expensive too. But what you get in return is the strongest gun, powerful enough to fend off even big ships like destroyers or deathstars. Most efficient when you add cannon fodder to protect it as long as possible to allow it to deal out huge amounts of damage.
Plasma Turret
Technical data:
Hull: 10.000
Shield: 300
Weapon: 3.000
Costs:
Metal: 50.000
Crystal: 50.000
Deuterium: 30.000

Small Shield Dome
Shield domes do absolutely no harm to enemy ships (except probes), but that isn't their purpose anyways.

In the earlier gamestages even 1 small shield dome alone can fend off a whole enemy fleet, in case it consists only of cargoes. That is because those ships lack the attack strength to penetrate the shield itself and thus can't destroy the dome.

You can only build 1 small shield dome per planet.
Small Shield Dome
Technical data:
Hull: 2.000
Shield: 2.000
Weapon: 1
Costs:
Metal: 10.000
Crystal: 10.000
Deuterium: 0

Large Shield Dome
What goes for the small dome goes for the large dome too....but just in a bigger scale. Even light fighters in any amount can't do any harm against the large dome and have to fly home empty-handed. You can also build only 1 large shield dome per planet.
Large Shield Dome
Technical data:
Hull: 10.000
Shield: 10.000
Weapon: 1
Costs:
Metal: 50.000
Crystal: 50.000
Deuterium: 0

Anti-Ballistic Missile
Anti-Ballistic Missiles are a special type of defensive units. They're not designed to fight enemy ships, but instead to shoot down incoming Interplanetary Missiles. Each anti-ballistic- can take out one interplanetary missile. 'Interplanetary Missiles'.
Anti-Ballistic Missile
Technical data:
Hull: 800
Shield: 1
Weapon: 1
Costs:
Metal: 8.000
Crystal: 0
Deuterium: 2.000

Interplanetary Missile
With Interplanetary Missiles you can clean an enemies planet from defense without launching a single ship. They destroy the defense without rebuilding, so when using them you can wipe out the defense completely. 'Interplanetary Missiles'.
Interplanetary Missile
Technical data:
Hull: 1.500
Shield: 1
Weapon: 12.000
Costs:
Metal: 12.500
Crystal: 2.500
Deuterium: 10.000


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