Difference between revisions of "Tutorial:ACS/us"

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{{PageHead-Tutorial}}
 
{{PageHead-Tutorial}}
  
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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The Alliance Combat System (ACS) permits fighting together with other players, so that no player is ever on his own. In one situation, you can join your friends in taking out larger targets, or you can defend a friend to intercept an attacking fleet. Both of these situations provides a huge advantage offensively and defensively.
 
   
 
   
==How to attack together ?==
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==How do you attack with someone else?==
 
   
 
   
 
{{Screenshot|ACS|A}}
 
{{Screenshot|ACS|A}}
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.
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To start an ACS-attack, one of the attackers must start an attack mission against the target. As soon as it is launched, he can change that fleet to a union and invite other players via the fleet menu, which allows you to invite others even if the player isn't in the same alliance or on the buddy list. Those players will get an invitation to join union and will be able to join the attack with their fleets via clicking on the drop-down menu on the second fleet page ("Combat forces"). In total, five players can join the union; and the union can consist of a total number of 16 fleets. But look out; all fleets of a union are flown with 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 used to your advantage, which is explained in {{Link|Tactic:Slowdown by ACS}}.
 
   
 
   
 
{{Screenshot|ACS|B}}
 
{{Screenshot|ACS|B}}
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 canceled. 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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If a fleet is more than 30% slower than the flight time of the whole union, it will not be able to join. First off if the purpose of an ACS is to intercept a fleet, it is important that the fleet union arrives at the right time. The ACS-attack should be arranged accordingly. It is best if the player who is the furthest from the target starts it. All the others can send their fleets, without reducing speed of the first fleet. At interceptions you also can save deuterium by starting/timing the defend with a single ship at first, and after that joining the combat fleet. By doing this, if you have timed the attack wrong, you will have to call back only one ship and not recall the whole fleet and relaunch again. 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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{{Screenshot|ACS|C}}
 
{{Screenshot|ACS|C}}
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 inline 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.
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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 battle against any attack launched at the defender. But, the owner cannot control the defending fleet himself. But while defending, 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 then planned, 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 defend foreign planet/moon; with a total of 15 foreign fleets allowed.
  
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.
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But look out; if you attack a planet or a moon, on which one of your fleets is defending, 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.
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The ACS defend is perfect when a member of the alliance is attacked by another player. Here, with a little bit of 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 lose his own fleet, instead of demolishing the fleet of your ally.
 
   
 
   
==What use does the alliance depot have ?==
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==What does the alliance depot do?==
 
   
 
   
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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The alliance depot acts as a deuterium supply for a defending fleet while it is defending a planet or a moon, so that it can stay there longer. To do this, select the alliance depot on the planet which is being defended, and select the amount of deuterium you want to send, which shall be sent to the fleet. The bigger the depot, the more deuterium you can send per hour like that. The alliance depot is considered useless, because you normally do not hold your fleet on a foreign planet for more than one hour. So, you can save time, resources, and a building slot on your planet for more important uses
  
 
{{PageFoot-Tutorial}}
 
{{PageFoot-Tutorial}}

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 ever on his own. In one situation, you can join your friends in taking out larger targets, or you can defend a friend to intercept an attacking fleet. Both of these situations provides a huge advantage offensively and defensively.

How do you attack with someone else?

Open ACS
Open ACS
Invite member
Invite member

To start an ACS-attack, one of the attackers must start an attack mission against the target. As soon as it is launched, he can change that fleet to a union and invite other players via the fleet menu, which allows you to invite others even if the player isn't in the same alliance or on the buddy list. Those players will get an invitation to join union and will be able to join the attack with their fleets via clicking on the drop-down menu on the second fleet page ("Combat forces"). In total, five players can join the union; and the union can consist of a total number of 16 fleets. But look out; all fleets of a union are flown with 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 used to your advantage, which is explained in Slowdown by ACS.

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

If a fleet is more than 30% slower than the flight time of the whole union, it will not be able to join. First off if the purpose of an ACS is to intercept a fleet, it is important that the fleet union arrives at the right time. The ACS-attack should be arranged accordingly. It is best if the player who is the furthest from the target starts it. All the others can send their fleets, without reducing speed of the first fleet. At interceptions you also can save deuterium by starting/timing the defend with a single ship at first, and after that joining the combat fleet. By doing this, if you have timed the attack wrong, you will have to call back only one ship and not recall the whole fleet and relaunch again. 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 battle against any attack launched at the defender. But, the owner cannot control the defending fleet himself. But while defending, 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 then planned, 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 defend foreign planet/moon; with a total of 15 foreign fleets allowed.

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

The ACS defend is perfect when a member of the alliance is attacked by another player. Here, with a little bit of 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 lose his own fleet, instead of demolishing the fleet of your ally.

What does the alliance depot do?

The alliance depot acts as a deuterium supply for a defending fleet while it is defending a planet or a moon, so that it can stay there longer. To do this, select the alliance depot on the planet which is being defended, and select the amount of deuterium you want to send, which shall be sent to the fleet. The bigger the depot, the more deuterium you can send per hour like that. The alliance depot is considered useless, because you normally do not hold your fleet on a foreign planet for more than one hour. So, you can save time, resources, and a building slot on your planet for more important uses

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