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Alliance Combat System

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The Alliance Combat System (abbreviated ACS) allows for friends and alliance members to temporarily combine their fleets to attack and defend a target that either might not have been able to attack or defend alone. An Alliance Depot is not required to attack or defend a planet. OGame currently only has this feature implemented in Universes 1 GR, 5 and 18+. All universes starting after 18 WILL have the ACS enabled. It has not been decided whether or not the remaining universes will have the ACS switched on at a later date.

Contents

[edit] ACS Attack

In order to perform an ACS attack, one player has to perform a normal attack to where you want the ACS attack to go to. Once that player has told that attack to start, they must click the formation button. From there you are asked to invite players to ACS with you. You can name the ACS attack to something easy to remember. (which is very nice if you are going to do multiple ACS attacks at once) Then you put in players names that you want to invite to join your ACS. The game will send them a message inviting them to join the attack.

After they receive a message, they may select how many of each ship they wish to send in the fleet screen. When asking where to send the fleet to, the player selects the name of the ACS Attack from the combat units quick link. When asking what type of mission to do, select the ACS attack and proceed with the attack. (Also referred to as a safety probe).

[edit] Using ACS Attack to evade Ninja

You can use ACS to slowdown your attack for a few seconds in order to spy your target just before impact and see if there are any additional fleets on the planet you are attacking. To do this you first you invite yourself to ACS attack to be ready. Then you send probes to arrive a few seconds after your attack(mission type: espionage). The best way to do this is by sending probes at 10% speed so you would have time to do it again if you somehow fail. After that see the arrival time of the probes you just sent and remember it. Then send one probe in ACS attack with your main attacking fleet but to arrive about 10 seconds after the espionage. By doing this you slowed down your attack and gave yourself about 10 seconds to see your new spy report and callback your attack if there are any additional fleets on your target. Note that your espionage probes are coming after original attack should come so if ninja is prepared you will certainly see it.

Important notices:

1. It is not allowed to do this if there is less then 1.5 minutes remaining till attack and it's considered as bugshing.

2. This technique is not suitable if you are attacking moon with Jump Gate because of notice No.1

[edit] Group-defending

That means that you deploy your fleet to the orbit of another players planet (you've to choose the "hold" order for that). You can only deploy your fleet to members of your alliance or to people from your buddy list, and you can't deploy the fleet to people who are in vacation-mode.

To deploy your fleet to another persons planet you choose the "hold"-order and set the time how long the fleet should stay there. The longer it stays the more deuterium is needed. The deuterium is automatically loaded onto your fleet. Remember that you need a high enough cargo-capacity to transport the extra deuterium.

[edit] Holding-Costs

ShipFuel Consumption/hour
Small Cargo Ship5
Large Cargo Ship5
Light Fighter2
Heavy Fighter7
Cruiser30
Battle Ship50
Destroyer100
Death Star1/10
Bomber100
Recycler30
Espionage Probe1/10
Colony Ship100

[edit] Notes

  • Once you recall the fleet, all deuterium is gone.
  • A maximum of five players can hold their fleets on another persons planet.
  • If the planet gets attacked, only the planet owner sees the attacking fleet at his overview screen.
  • If you attack a planet where one of your fleets is deployed on, you fight against your own ships.
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