Tutorial:ACS/pt

From OGame Wiki
< Tutorial:ACS(Difference between revisions)
Jump to: navigation, search
(Como atacar em ACS?)
Line 7: Line 7:
 
   
 
   
 
{{Screenshot|ACS|A}}
 
{{Screenshot|ACS|A}}
Para começar um ataque em ACS, em primeiro lugar alguém tem que iniciar o ataque, logo a seguir esse jogador deve convidar os outros jogadores através da página de frotas, estes jogadores convidados terão que obrigatoriamente pertencerem à aliança de quem convida ou estar na sua lista de amigos. Esses jogadores receberão um convite para o Ataque em ACS e poderão juntar a sua frota, clicando em "Forças de Combate" na segunda página das "Frotas". No total podem reunir-se 5 jogadores num ataque ACS e no máximo poderão levar 16 frotas.  
+
Para começar um ataque em ACS, em primeiro lugar alguém tem que iniciar o ataque, logo a seguir esse jogador deve convidar os outros jogadores através da página de frotas, estes jogadores convidados terão que obrigatoriamente pertencerem à aliança de quem convida ou estar na sua lista de amigos. Esses jogadores receberão um convite para o Ataque em ACS e poderão juntar a sua frota, clicando em "Forças de Combate" na segunda página das "Frotas". No total podem reunir-se 5 jogadores num ataque ACS e no máximo poderão levar 16 frotas. Atenção, a velocidade de todas as frotas em ACS será a mesma da frota mais lenta. Por isso, se uma frota mais lenta é adicionada ao ACS, o tempo de chegada de todas as frotas ao seu destino irá ser recalculada e chegarão todas mais tarde. Isto pode ser utilizado como técnica, para saber mais deve consultar o capítulo sobre {{Link|Tactic:Slowdown by ACS}}.
 
+
Tradução em progresso...
+
 
+
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}}
 
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.
 
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.
 
   
 
   
{{Style-FloatOff}}  
+
{{Style-FloatOff}}
 +
 
 
==Defending together==
 
==Defending together==
 
   
 
   

Revision as of 18:03, 8 February 2011



O Sistema de Combate em Aliança (ACS) permite lutar em conjunto com outros jogadores, ou seja, é possível atacar o mesmo alvo com os colegas de aliança ou amigos. Também poderá enviar a frota para defender colegas de aliança ou outros jogadores que estejam na lista de amigos. Deste modo pode-se atacar jogadores mais poderosos e colocar em prática algumas tácticas alternativas que iremos falar a seguir.


Como atacar em ACS?

Abrir ACS
Abrir ACS
Convidar membros
Convidar membros

Para começar um ataque em ACS, em primeiro lugar alguém tem que iniciar o ataque, logo a seguir esse jogador deve convidar os outros jogadores através da página de frotas, estes jogadores convidados terão que obrigatoriamente pertencerem à aliança de quem convida ou estar na sua lista de amigos. Esses jogadores receberão um convite para o Ataque em ACS e poderão juntar a sua frota, clicando em "Forças de Combate" na segunda página das "Frotas". No total podem reunir-se 5 jogadores num ataque ACS e no máximo poderão levar 16 frotas. Atenção, a velocidade de todas as frotas em ACS será a mesma da frota mais lenta. Por isso, se uma frota mais lenta é adicionada ao ACS, o tempo de chegada de todas as frotas ao seu destino irá ser recalculada e chegarão todas mais tarde. Isto pode ser utilizado como técnica, para saber mais deve consultar o capítulo sobre Atrasar com o ACS.

Juntar ao ACS
Juntar ao ACS
Mostrar todos os membros de ACS
Mostrar todos os membros de ACS

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.


Defending together

Seleccionar Manter Posições
Seleccionar Manter Posições

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.

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.

Personal tools
Namespaces

Variants
Actions