Difference between revisions of "Tutorial:ACS"

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{{PageHead-Tutorial|SAC|TOC}}
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El sistema de ataque conjunto (SAC) permite luchar junto con otros jugadores; es decir, es posible atacar a un mismo objetivo con los amigos. Así mismo, también podrás enviar tu flota a defender a tus aliados u otros jugadores que estén en tu lista de amigos. De este modo se puede atacar a enemigos más poderosos, y poner en práctica algunas tácticas alternativas que se explican a continuación.
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The Alliance Combat System (ACS) permits fighting together with other players, so that no player is always on his own. On the one hand thereby you can attack a target with friends, and on the other hand you also can deploy your fleet for defense at alliance partners or at players, who are on your buddy list. Thus you cannot only attack significantly bigger targets, but also a few important tactical alternatives are due to it.
 
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==How to attack together ?==
==¿Como atacar juntos?==
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{{Screenshot|ACS|A}}
 
{{Screenshot|ACS|A}}
Para empezar un ataque en confederación, se requiere que alguno de los jugadores inicie un ataque. Tan pronto como él envíe su flota, podrá invitar a otros jugadores a través del Menú de Flota, pudiendo enviar la solicitud tanto si son miembros de su alianza o amigos, como si no. Estos jugadores recibirán una invitación para el ataque en confederación y posteriormente podrán unirse con sus flotas, clickando en el enlace de la segunda página del Menú de envío de flotas "Fuerzas Bélicas". En total se pueden unir 5 jugadores en una confederación; la unión puede consistir en un máximo de 16 flotas. Pero ten en cuenta que la velocidad de todas ellas, en global, vendrá dada por el envío de flota más lenta. Es decir, si una flota más lenta se une al Ataque en Confederación, el tiempo de llegada de todas las flotas al destino se establecerá de nuevo, retrasándose. Esto también se podrá utilizar para otras cosas como verás en el capítulo sobre {{Link|Tactic:Slowdown by ACS|Retrasar mediante SAC}}.
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To start an ACS-attack, one of the players first has to begin an attack with a fleet. As soon as it flies, he can change that fleet to a union and invite other players via the fleet menu, whereat those don't have to be in the alliance or on the buddy list. Those players will get an invitation for the union and will be able to join the attack with their fleets via clicking on the short link on the second fleet page ("Combat forces"). All in all, five players can join in the union combat; the union fleet can consist of a maximum 16 fleets, altogether. But look out; all fleets of a union are geared to the slowest one. So, if a slower fleet is added to a union, the arrival time of all fleets will be set back. That can also be leveraged as the chapter {{Link|Tactic:Slowdown by ACS}} will show.
 
   
 
   
 
{{Screenshot|ACS|B}}
 
{{Screenshot|ACS|B}}
Si una flota es un 30% más lenta que el total del tiempo de llegada de la unión, esta no podrá unirse al ataque. Si el ataque se ha lanzado para cazar un fleetsaving e interceptar al enemigo a su llegada, la confederación debe ser perfecta y llegar en el momento justo. Por lo que siempre será mejor que el jugador que tiene mayor tiempo de vuelo hasta el objetivo, inicie el ataque confederado. El resto pueden mandar sus flotas, sin necesidad de reducir la velocidad de la primera flota enviada. Así mismo, si el ataque sale mal y hay que cancelarlo, cada jugador tendrá que hacer regresar sus flotas manualmente, ya que, en caso de que un usuario de la confederación cancele su ataque, el resto continuará. Sí la flota que empezó el ataque en confederación, es cancelada, no podrán unirse otras flotas al ataque.
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If a fleet is more than 30 % slower as the union, it will not be able to join. First of all if it is about an interception, at which it is important that the fleet union arrives exactly at the right time, the ACS-attack should be arranged accordingly. It will be the best, if the player, who has the longest approach, starts it. All the others can send their fleets, without reducing speed of the first fleet. At interceptions you also can save deuterium by timing with a single ship at first, and after that joining the combat fleet. Like that, if you have timed the attack in a wrong way, you will have to call back only one ship and not sending the whole fleet twice. You especially will have to pay attention, if the attack is cancelled. In that case, every player has to call back his own fleet manually – if only one fleet cancels the flight, the rest of the union will just continue. If the fleet, which starts the union, is called back, no other fleets will be able to join the union.
 
   
 
   
 
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==Defendiendo juntos==
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==Defending together==
 
   
 
   
 
{{Screenshot|ACS|C}}
 
{{Screenshot|ACS|C}}
Con un Ataque Conjunto puedes sorprender a tus enemigos, no solo atacándolos, sino también defendiendo a tus aliados. Si quieres defender un planeta de un miembro de la alianza o de tu lista de amigos, tendrás que enviar tu flota a defender con la misión de Mantener Posición. Antes de enviar la flota, tendrás la opción de cuánto tiempo quieres mantener la flota en el planeta de destino. Mientras la flota permanezca defendiendo, participara en cada combate junto al defensor, pero éste no tendrá ningún control sobre la flota desplegada durante el tiempo que dure la misión. La flota enviada constantemente necesitara deuterio para permanecer en el planeta del jugador al cual se va a defender, por eso el tiempo de defensa está limitado por la capacidad de carga de la flota que hayas enviado. Si quieres cancelar tu flota antes, únicamente tendrás que hacerla volver a tu planeta/luna en el menú de flota. El número máximo de jugadores que pueden defender a otro en su planeta/luna es de 4, y el número máximo de flotas defensoras no podrá ser mayor a 15.
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With a union you can surprise an enemy not only with an attack, but also with a defense. If you want to defend a planet of a member of the alliance or of a buddy, you just will have to command your fleet there and to choose the mission "hold". Before sending your fleet, you will be able to specify how long it shall stay at the target. As long as it is deployed there, it will participate in every combat in line with the defender, if the moon or planet is attacked, but whose owner cannot control it himself. But during this time, the fleet constantly needs deuterium, that is why the holding time is limited by the cargo bay of the fleet. If you want to fly back earlier as it was planed, you will only have to click on call back in the fleet menu, to cancel the holding operation. A maximum four players are able to hold on a foreign planet / moon; all in all 15 fleets are possible.
  
Si atacas a unas coordenadas donde tienes flotas desplegadas en misión Mantener Posición, se producirá una batalla entre tus propias naves, luchando y destruyéndose entre sí.
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But look out; if you attack a planet or a moon, on which one of your fleets is holding, your fleets will fight against each other.
  
Defender a un aliado es una buena estrategia para destruir al atacante que le esté atacando ya que, con un poco de suerte, si envías la flota a defender de manera que llegue un poco antes que la del enemigo y le sorprendes, podrías hacerte con gran cantidad de recursos para seguir desarrollando tu Impero. De igual forma, deberás tener cuidado, ya que si la flota del atacante es superior a la tuya, podrías perder tu propia flota junto con la de tu compañero defendido.
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The conjoint defending is perfect, when a member of the alliance is attacked by an adverse player. Here, with a little bit luck, you can deploy your fleet on the target before the attacker arrives and thus surprise him. If the own fleet arrives a few seconds before the attacker’s one, he suddenly will be face to face with an unforeseen superiority and loose his own fleet, instead of abolishing the fleet of your alliance partner.
 
   
 
   
==¿Qué uso tiene el Depósito de la Alianza?==
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==What use does the alliance depot have ?==
 
   
 
   
El depósito de la alianza actúa como un abastecedor de deuterio para la flota que está defendiendo el planeta o la luna, para que ésta pueda estar mayor tiempo. Para utilizarlo, elige el Depósito de la Alianza en el Menú de Instalaciones en el planeta e introduce la cantidad de deuterio que quieres que este edificio envíe a la flota defensora estacionada en tus coordenadas. Dependiendo de la capacidad de carga que tenga la flota, podrás enviar más o menos deuterio. De todos modos, esta funcionalidad del Juego apenas es utilizada, ya que, normalmente, nadie manda flota a defender más de una hora.  
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The alliance depot acts as a deuterium supply for your fleet while it is defending a planet or a moon, so that it can stay there longer. For this you choose the alliance depot at the facility menu on the accordant planet and you enter the amount of deuterium, which shall be send to the fleet and affirm the process. The bigger the depot, the more deuterium you can send per hour like that. That facility proves unusable, because in practice you normally do not hold your fleet on a foreign planet more than one hour. So you can confidently save the time and the resource, which you need for the construction.  
  
 
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Latest revision as of 03:17, 5 January 2012


The Alliance Combat System (ACS) permits fighting together with other players, so that no player is always on his own. On the one hand thereby you can attack a target with friends, and on the other hand you also can deploy your fleet for defense at alliance partners or at players, who are on your buddy list. Thus you cannot only attack significantly bigger targets, but also a few important tactical alternatives are due to it.

How to attack together ?

Open ACS
Open ACS
Invite member
Invite member

To start an ACS-attack, one of the players first has to begin an attack with a fleet. As soon as it flies, he can change that fleet to a union and invite other players via the fleet menu, whereat those don't have to be in the alliance or on the buddy list. Those players will get an invitation for the union and will be able to join the attack with their fleets via clicking on the short link on the second fleet page ("Combat forces"). All in all, five players can join in the union combat; the union fleet can consist of a maximum 16 fleets, altogether. But look out; all fleets of a union are geared to the slowest one. So, if a slower fleet is added to a union, the arrival time of all fleets will be set back. That can also be leveraged as the chapter Slowdown by ACS will show.

Join ACS
Join ACS
Show all ACS members
Show all ACS members

If a fleet is more than 30 % slower as the union, it will not be able to join. First of all if it is about an interception, at which it is important that the fleet union arrives exactly at the right time, the ACS-attack should be arranged accordingly. It will be the best, if the player, who has the longest approach, starts it. All the others can send their fleets, without reducing speed of the first fleet. At interceptions you also can save deuterium by timing with a single ship at first, and after that joining the combat fleet. Like that, if you have timed the attack in a wrong way, you will have to call back only one ship and not sending the whole fleet twice. You especially will have to pay attention, if the attack is cancelled. In that case, every player has to call back his own fleet manually – if only one fleet cancels the flight, the rest of the union will just continue. If the fleet, which starts the union, is called back, no other fleets will be able to join the union.


Defending together

Select ACS defend
Select ACS defend

With a union you can surprise an enemy not only with an attack, but also with a defense. If you want to defend a planet of a member of the alliance or of a buddy, you just will have to command your fleet there and to choose the mission "hold". Before sending your fleet, you will be able to specify how long it shall stay at the target. As long as it is deployed there, it will participate in every combat in line with the defender, if the moon or planet is attacked, but whose owner cannot control it himself. But during this time, the fleet constantly needs deuterium, that is why the holding time is limited by the cargo bay of the fleet. If you want to fly back earlier as it was planed, you will only have to click on call back in the fleet menu, to cancel the holding operation. A maximum four players are able to hold on a foreign planet / moon; all in all 15 fleets are possible.

But look out; if you attack a planet or a moon, on which one of your fleets is holding, your fleets will fight against each other.

The conjoint defending is perfect, when a member of the alliance is attacked by an adverse player. Here, with a little bit luck, you can deploy your fleet on the target before the attacker arrives and thus surprise him. If the own fleet arrives a few seconds before the attacker’s one, he suddenly will be face to face with an unforeseen superiority and loose his own fleet, instead of abolishing the fleet of your alliance partner.

What use does the alliance depot have ?

The alliance depot acts as a deuterium supply for your fleet while it is defending a planet or a moon, so that it can stay there longer. For this you choose the alliance depot at the facility menu on the accordant planet and you enter the amount of deuterium, which shall be send to the fleet and affirm the process. The bigger the depot, the more deuterium you can send per hour like that. That facility proves unusable, because in practice you normally do not hold your fleet on a foreign planet more than one hour. So you can confidently save the time and the resource, which you need for the construction.

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