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Monday, April 14th 2008, 4:27pm

Guide: Fleetsave

I've been watching for guide about fleetsave, but haven't spoted it. So her is it:


If you're new to Ogame, or are wondering how to avoid your precious fleet being recycled along with your resources taken while you're asleep, then there's no more important concept to learn than "fleetsaving", namely, the technique used to 'save' your fleet from being attacked while you're offline.

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 while you're not online.

Ok, for starters, there are numerous missions that can be used for fleetsaving, all of which I will cover here.

1) A 'Harvesting' mission to a debris field.
As a method for fleetsaving, harvesting is particularly easy to master. Simply select your recycler (if you haven't built one yet, refer to your technology page to find out what you need) and the rest of your ships, and send them off to a debris field (remember to also add your res onto the ships, this will clear the planet of resources and make it unprofitable to hit). The time taken for the fleet is ONE WAY ONLY. Therefore, you should estimate how long you are going to be offline, and pick the flightime that is HALF that amount. 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.

2) 'Deployment'
If you have another planet, it is possible to fleetsave by deploying your ships to your other planet. This is especially useful in the beginning of a Universe as you won't yet have the techs for recyclers. 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. 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 it's landing and you logging on.

This tactic is useful for players as it can allow them to move large fleets overnight for minimal deut costs, as well as being used to deploy ships you've just built to other colonies, or simply transport res. Remember, you can save every single ship and all your res with this method.

3) '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 wake up to your fleet home safe and sound plus a bit of extra res to send. 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.

4) 'Transporting'
Again, simple enough, however remember that once your fleet reaches it's destination your res will be left there, perhaps leaving it exposed to raiders. Also remember the time is ONE WAY, so you need to double the time in order to make sure the fleet arrives after you log on.

5) Espionage
Just like the attacking method, except you include a probe and select the mission 'espionage'. The benefit? Well, you may be surrounded only by turtle inactives, with this method you can fleetsave to their planets and avoid an attack (make sure they have no ships there, as this will give you a 0% of being counter-espionaged). As with the attacking mission, only use this method on inactive players, for the same reasons (ninja).

These techniques will all serve you well in the early days of a universe. However, in some of the older universes, you may have noticed the occasional presence of an 'M' next to the planet slot number. The presence of this letter is important in its own right, if you haven't already, now may be a good time to read Moon, Jumpgate and Phallanx FAQ ver2

So, you've read that and are wondering what that means in actual terms?
Phalanxes, which can ONLY be built on moons, are a practical nightmare for your fleet. With a phalanx, it is possible for a player to time his/her fleet to arrive a few seconds after yours returns to your planet, giving you no chance to fleetsave and ruining your day (known as "phalanxing" or as a 'phalanx hit')

There are a few ways to avoid phalanxes, whch I will detail here:

1) Your OWN moon. Moons cannot be phalanxed, full stop, end of story, if you've got a moon, there is no excuse for being crashed really, short of a connection loss/natural disaster etc. If you fleetsave from a moon to another moon using a deploy mission, or a moon to a debris field as a harvesting mission, no-one can phalanx you and you can therefore feel relatively safe. Remember, a deploy save between moons needs to be set to arrive after you expect to log on just in case. Even though harvesting missions from moons aren't phalanxable, extremely able players are able to examine your times by watching debris fields disappear. For example, if I were to watch your debris fields, and I saw a DF in your system disappear, I could guess at what time your ships would return and 'blind phalanx' them. To avoid this, send off waves of single recyclers as decoys, vary your fleetsaving times, and fleetsave to a different debris field every night, even to debris fields outside your system if you feel the need. Having a moon is the easiest method for avoiding phalanxes, however, some of you may not have read on...

2) The recalled deploy. Phalanxes cannot see recalled deployments. So, if you deploy, and are being phalanxed, then recall you fleet, and voila, you can consider yourself safe, although you will face the wasted deut bill. One of the most tried and tested ways of fleetsaving without moons is to send your fleet off on a long deploy, then login halfway through and recall it. This will cause the fleet to disappear from any enemy phalanxes, and it will arrive safely on the planet you sent it from. The only issue with this is if you are deploying to a planet far away, the deut bill will rise steeply as your fleet grows. Sometimes, if your defences are large enough, it may be wise to split up your fleet and fleetsave bits separately, with a small amount of fleet it may be impossible for an attacking player to profit, whereas a larger fleet offers more debris and as a consequence, more profit.

These 2 are the ONLY methods to fleetsave without the possibility of you being phalanxed.

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. 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, or for moon to debris field harvesting fleetsaves.

2) You may see that some bigger players do not fleetsave. This is becuase their fleets and defences are so big, no-one is able to take them out without unprofitable losses. 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 is 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.

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 recap:

1) The safest way to fleetsave is between moons via a deploy mission.
2) If you dont 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.




Monday, April 14th 2008, 4:32pm

It compliments, beautiful guide...good




Monday, April 14th 2008, 4:50pm

Good job.

Should be useful to newer players here. :D




Monday, April 14th 2008, 4:59pm

nice guide, very interesting.
useful for the new guys




Monday, April 14th 2008, 5:03pm

As just for information: :nclosed: