Tutorial:Defense

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Asa cum navele sunt indispensabile pentru atacuri, asa sunt structurile defensive pentru a permite jucatorilor sa-si protejeze planetele de alti jucatori. Aceste structuri defensive sunt construite asemenea navelor si odata finalizate vor riposta impotriva navelor atacatoare. In functie de numarul structurilor defensive construite se pot apara mai multe sau mai putine resurse; o aparare solida face atacurile neprofitabile pentru ceilalti jucatori.
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While ships are indispensable for offensive actions, there are defensive structures to allow players to protect their planets from other players. Those are built the same way as ships and are always ready to fight against attacking ships. Depending on how many defenses one builds, one can defend more or less resources, as a big defense makes attacks unprofitable for other players. Though there are also those players who systematically attack heavily-defended planets (so called turtles).
De asemenea exista insa jucatori care ataca in mod sistematic planetele cu aparare multa (asa numitele "testoase")
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==Constructia echilibrata:==
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Cand se construieste o flota sunt cateva puncte importante de care trebuie tinut cont. Asa se intampla si cu apararea. Cantitatea structurilor defensive trebuie sa fie intotdeauna potrivita cu necesitatile planetei/lunii unde apararea este construita. Daca scopul este sa se apere resursele produse pe timpul noptii este inutil sa construiesti o "testoasa" care sa valoreze cateva sute de mii de puncte.
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Dar daca vrei sa-ti protejezi intreaga flota (macar pentru o perioada scurta) desigur vei avea nevoie de o aparare mai mare. Alegerea ratiei de constructie a diferitelor structuri defensive este foarte importanta de asemenea.
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==Balanced buildup==
In mod similar cu navele usoare, structurile defensive mici vor fi folosite ca "structuri defensive de sacrificiu" in timp ce structurile defensive mai mari vor fi folosite pentru lovituri decisive (big bang  )
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Dar indiferent de cat de puternica este apararea si cat de bine este structurata, cea mai buna aparare este cea care nu este folosita niciodata. Cand nu esti profitabil, chiar si pentru cel mai puternic jucator din univers esti aproape 100% sigur ca nu vei fi atacat.<br />
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When building a fleet there are some major points you have to pay attention to. The same goes for defenses. The amount of defensive structures should always be matched with the needs of the planet/moon the defense is built on. If your goal is to just save those resources you produce overnight it would be overkill to build a huge turtle worth some hundred-thousand points.
Exceptiile sunt:
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*tipul de jucatori mentionati anterior "vanatorii de testoase". Acestia iti vor distruge apararea doar pentru a se distra
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*joci intr-un univers special unde un procent din costurile apararii distruse se duce in CR. In aceste universuri, apararile mari sunt ca si o invitatie la atac pentru toti jucatorii cu flote considerabile datorita faptului ca un atac nu poate fi evitat {{Link|Info:Universes and Player}}
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==Sansa de reconstructie:==
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Though if you want to defend your whole fleet (at least for a while) you need a much bigger defense. The right mixture of the different units is very important too. Similar to small ships, small defensive-units, built in large number, take the role of "Cannon Fodder", while you build the big guns for the big bang.
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Asa cum am mentionat, structurile defensive nu pot zbura si nici nu pot fi ascunse asa ca nu pot fi salvate in cazul uni atac. Dar daca sunt distruse in urma unui atac nu este totul pierdut. In ogame, fiecare tip de structura defensiva are o sansa de 70% de a fi reparata dupa ce a fost distrusa (daca folosesti optiunea "inginer" sansa de reparare este de 85%). {{Link|Tutorial:Premium features}}. Dupa lupta, procentajul de reparare pentru fiecare tip de structura defensiva va fi calculat, si poate avea mici variatii. Daca sunt mai putin de 10 structuri defensive pe o planeta sau luna, probabilitatea nu va fi calculata pentru fiecare tip de structura defensiva ci, separat, pentru fiecare unitate.
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Aceasta caracteristica nu permite atacatorilor sa distruga toata apararea in doar 1 runda. Va trebui sa traga de mai multe ori ca sa distruga intreaga aparare
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But no matter how strong your defense is and how well thought-out its design, the best defense is the one that's never used. When you're unprofitable, you're almost 100% sure to not be attacked even by the strongest players in your universe.
O alta cale de a distruge toata apararea sunt rachetele interplanetare {{Link|Tutorial:Interplanetary Missiles}}.
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Exceptions are:
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*above mentioned "turtle-hunters". They will smash you to pieces just for fun.
==Structurile defensive:==
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*You play in a special universe where a certain % of the defense cost goes to a Debris Field when it’s destroyed (defense-to-Debris Field universes). In such universes a big defense is like a free BBQ for all players with a strong fleet, as defense can't run away from an attack.
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Chiar daca toate structurile defensive au acelasi scop, de a proteja planeta/luna de atacuri, unele unitati sunt specializate. In fond, actioneaza asemeni navelor. Toate unitatile joaca un rol important dar doar in combinatie cu celelalte creste eficacitatea lor
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{{Detail-Defense|Lansatoarele de rachete|Primele structuri defensive disponibile in ogame sunt lansatoarele de rachete. Sunt si cele mai ieftine. Acestea sunt folosite, in special in stadiile avansate ale jocului, ca si structuri defensive de sacrificiu....in numar mare pentru a disipa tirul inamic si a da structurilor defensive mai puternice o sansa mai mare sa reziste si sa mareasca pagubele facute navelor atacatoare.
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==Chance of reconstruction==
Marele dezavantaj este ca anumite nave (in special crucisatoarele) au foc rapid impotriva lor. Asa ca va trebui sa le combinati cu Lasere Usoare.}}
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{{Detail-Defense|Laser Usor|Laserul usor este a doua structura defensiva de sacrificiu. Ceva mai scumpe decat lansatoarele de rachete sunt putin mai bine cotate iar crucisatoarele nu au foc rapid impotriva lor.}}
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As said, defensive units can't fly, so they can't be saved from attacks. But if they are destroyed during an attack it’s not the end. In OGame every type of defense has a chance of 70% to be repaired after it was destroyed during an attack. If you use the premium-feature "Engineer" the chance is 85% (see {{Link|Tutorial:Premium features}}).
{{Detail-Defense|Laser greu|Prea scump pentru o structura defensiva de sacrificiu, totusi nu poate lipsi dintr-o buna aparare. In special bun impotriva vanatorilor usori deoarece o lovitura a unui laser greu poate distruge un vanator usor.}}
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{{Detail-Defense|Tun magnetic|Nici o alta structura defensiva nu are un scut mai puternic decat tunul magnetic cea ce-l face foarte durabil.
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This feature doesn't allow your enemies to wipe out your defense in just 1 run. They have to fly numerous attacks against your planet before everything is gone. Another way to destroy defense is via using {{Link|Tutorial:Interplanetary Missiles}}.
Costurile mari de cristal si puterea mica de atac il fac mai putin popular decat Laserul Greu sau Tunul Gauss.}}
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{{Detail-Defense|Tunul Gauss|Cu mult inainte sa ai acces la Turela cu plasma vei putea construi Tunul Gauss, a doua structura defensiva ca si forta. Puterea mare de atac il face eficient in fata crucisatoarelor si a navelor de razboi0}}
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==The different defensive units==
{{Detail-Defense|Turela cu plasma|Cea mai mare structura defensiva, cu cel mai mare cost. Nu doar costurile de cercetare reprezinta o avere pentru jucatorii aflati in faza incipienta a jocului cat si Turela insasi este foarte scumpa. Dar vei obtine cea mai puternica structura defensiva, indeajuns de puternica sa tina la distanta nave mari cum ar fi Distrugatoare sau RIP-i. Eficienta creste daca se adauga structuri defensive de sacrificiu pentru a proteja Turelele atat timp cat este necesar pentru a produce daune mari navelor atacatoare.}}
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{{Detail-Defense|Scut planetar mic|Scuturile planetare nu fac nimic care sa afecteze integritatea navelor atacatoare (cu exceptia Probelor de Spionaj) dar oricum nu asta e scopul lor. In faza incipienta a jocului cand un Scut Planetar Mic este suficient pentru a tine la distanta o intreaga flota atacatoare atat timp cat aceasta este constituita din Transportoare. Acest lucru este posibil datorita faptului ca trasportoarele nu au o putere de atac suficienta sa treaca prin Scuturi si astfel nu-l pot distruge
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Even though all defenses have the same purpose, to protect your planet from enemy attacks, each type of unit has own particularities. It’s basically the same as with fleets. All units play their own important part, but only in combination with the others they are the most effective.
Poti construi un singur Scut Planetar Mic pe planeta/luna.}}
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{{Detail-Defense|Scut Planetar Mare|Similar cu Scutul Planetar Mic doar ca..... la o scara mai mare. Nici macar vanatorii mici indiferent de numar nu pot face nimic impotriva Scutului Planetar Mare si nu vor avea nici un castig
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{{Detail-Defense|Rocketlauncher|The first available defense unit in OGame is the Rocket Launcher. It's the cheapest unit too. It is, especially in the later game-stages used as Cannon Fodder... huge masses to spread enemy fire and give the big guns a better chance to survive and hand out damage.
De asemenea poti construi un singur Scut Planetar Mare pe planeta/luna.}}
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Its biggest disadvantage is, that some ship-types (especially Cruisers) have a very high rapid-fire against them. So you should combine them with Light Lasers.}}
{{Detail-Defense|Rachete Anti-balistice|Rachetele Anti-balistice sunt un tip special de structuri defensive. Nu sunt destinate sa lupte impotriva navelor atacatoare, in schimb, distrug Rachetele Interplanetare. Fiecare Racheta Anti-balistica poate distruge o singura Racheta Interplanetara.}}
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{{Detail-Defense|Light Laser|The Light Laser is the second Cannon Fodder-unit. Marginally more expensive then the Rocket Launcher, it has a bit better stats and Cruisers don't have rapid-fire against them, but destroyers do.}}
{{Detail-Defense|Rachetele Interplanetare|Cu Rachetele Interplanetare poti curata apararea unei planete/luni fara sa lasezi nicio nava. Rachetele Interplanetare distrug structurile defensive fara ca acestea sa se poate repara astfel incat planeta/luna ramane complet fara aparare. a se vedea {{Link|Tutorial:Interplanetary Missiles}} pentru mai multe.}}
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{{Detail-Defense|Heavy Laser|Too expensive for the role of Cannon Fodder, it still shouldn't be missing in any good defense. Especially good against Light Fighters as each shot of a Heavy Laser can kill 1 Light Fighter (mind that the same value in docked Cruisers will be even more effective against the Light Fighter swarms).}}
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{{Detail-Defense|Ion Cannon|No defensive unit has stronger shields then the Ion Cannon, making it very durable. Its high Crystal costs in addition with its low attack-strength make it less popular than Heavy Lasers or Gauss Cannons. Mind Crystal is the scarcest resource in game.}}
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{{Detail-Defense|Gauss Cannon|Long before you have access to the Plasma Turret you'll be able to build Gauss Cannons, the second-strongest defensive-units. Their good attack power makes them especially good against Cruisers and if you build quite big numbers, against Battleships. They are also effective to fight the Deathstar.}}
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{{Detail-Defense|Plasma Turret|The biggest gun with the highest price. The needed researches alone are a fortune for players in the early days of their career, and the Turret itself is pretty expensive too. But what you get in return is the strongest gun, powerful enough to fend off even big ships like Destroyers or Deathstars. Most efficient when you add Cannon Fodder to protect it as long as possible to allow it to deal out huge amounts of damage. It's the only gun that doesn't trigger Deathstar's rapid fire.}}
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{{Detail-Defense|Small Shield Dome|Shield domes do absolutely no harm to enemy ships (except probes), but that isn't their purpose anyways.
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In the earlier game stages even 1 Small Shield Dome alone can fend off a whole enemy fleet, in case it consists only of Cargoes. That is because those ships lack the attack strength to penetrate the shield itself and thus can't destroy the Dome.
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You can only build 1 Small Shield Dome per planet.}}
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{{Detail-Defense|Large Shield Dome|What goes for the Small Dome goes for the Large Dome too… but just in a bigger scale. Even Light Fighters in any amount can't do any harm against the Large Dome and have to fly home empty-handed.
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You can also build only 1 Large Shield Dome per planet.}}
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{{Detail-Defense|Anti-Ballistic Missile|Anti-Ballistic Missiles are a special type of defensive units. They're not designed to fight enemy ships, but instead to shoot down incoming Interplanetary Missiles. Each Anti-Ballistic can take out 1 Interplanetary Missile (see  {{Link|Tutorial:Interplanetary Missiles}} for more).
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}}
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{{Detail-Defense|Interplanetary Missile|With Interplanetary Missiles you can clean an enemy’s planet from defense without launching a single ship. They destroy the defense without rebuilding, so when using them you can wipe out the defense completely (see {{Link|Tutorial:Interplanetary Missiles}} for more). }}
  
  
 
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Latest revision as of 19:39, 22 August 2014



While ships are indispensable for offensive actions, there are defensive structures to allow players to protect their planets from other players. Those are built the same way as ships and are always ready to fight against attacking ships. Depending on how many defenses one builds, one can defend more or less resources, as a big defense makes attacks unprofitable for other players. Though there are also those players who systematically attack heavily-defended planets (so called turtles).

[edit] Balanced buildup

When building a fleet there are some major points you have to pay attention to. The same goes for defenses. The amount of defensive structures should always be matched with the needs of the planet/moon the defense is built on. If your goal is to just save those resources you produce overnight it would be overkill to build a huge turtle worth some hundred-thousand points.

Though if you want to defend your whole fleet (at least for a while) you need a much bigger defense. The right mixture of the different units is very important too. Similar to small ships, small defensive-units, built in large number, take the role of "Cannon Fodder", while you build the big guns for the big bang.

But no matter how strong your defense is and how well thought-out its design, the best defense is the one that's never used. When you're unprofitable, you're almost 100% sure to not be attacked even by the strongest players in your universe. Exceptions are:

  • above mentioned "turtle-hunters". They will smash you to pieces just for fun.
  • You play in a special universe where a certain % of the defense cost goes to a Debris Field when it’s destroyed (defense-to-Debris Field universes). In such universes a big defense is like a free BBQ for all players with a strong fleet, as defense can't run away from an attack.

[edit] Chance of reconstruction

As said, defensive units can't fly, so they can't be saved from attacks. But if they are destroyed during an attack it’s not the end. In OGame every type of defense has a chance of 70% to be repaired after it was destroyed during an attack. If you use the premium-feature "Engineer" the chance is 85% (see Premium features).

This feature doesn't allow your enemies to wipe out your defense in just 1 run. They have to fly numerous attacks against your planet before everything is gone. Another way to destroy defense is via using Interplanetary Missiles.

[edit] The different defensive units

Even though all defenses have the same purpose, to protect your planet from enemy attacks, each type of unit has own particularities. It’s basically the same as with fleets. All units play their own important part, but only in combination with the others they are the most effective.

Rocketlauncher
The first available defense unit in OGame is the Rocket Launcher. It's the cheapest unit too. It is, especially in the later game-stages used as Cannon Fodder... huge masses to spread enemy fire and give the big guns a better chance to survive and hand out damage. Its biggest disadvantage is, that some ship-types (especially Cruisers) have a very high rapid-fire against them. So you should combine them with Light Lasers.
Rocketlauncher
Technical data:
Hull: 200
Shield: 20
Weapon: 80
Costs:
Metal: 2.000
Crystal: 0
Deuterium: 0

Light Laser
The Light Laser is the second Cannon Fodder-unit. Marginally more expensive then the Rocket Launcher, it has a bit better stats and Cruisers don't have rapid-fire against them, but destroyers do.
Light Laser
Technical data:
Hull: 200
Shield: 25
Weapon: 100
Costs:
Metal: 1.500
Crystal: 500
Deuterium: 0

Heavy Laser
Too expensive for the role of Cannon Fodder, it still shouldn't be missing in any good defense. Especially good against Light Fighters as each shot of a Heavy Laser can kill 1 Light Fighter (mind that the same value in docked Cruisers will be even more effective against the Light Fighter swarms).
Heavy Laser
Technical data:
Hull: 800
Shield: 100
Weapon: 250
Costs:
Metal: 6.000
Crystal: 2.000
Deuterium: 0

Ion Cannon
No defensive unit has stronger shields then the Ion Cannon, making it very durable. Its high Crystal costs in addition with its low attack-strength make it less popular than Heavy Lasers or Gauss Cannons. Mind Crystal is the scarcest resource in game.
Ion Cannon
Technical data:
Hull: 800
Shield: 500
Weapon: 150
Costs:
Metal: 2.000
Crystal: 6.000
Deuterium: 0

Gauss Cannon
Long before you have access to the Plasma Turret you'll be able to build Gauss Cannons, the second-strongest defensive-units. Their good attack power makes them especially good against Cruisers and if you build quite big numbers, against Battleships. They are also effective to fight the Deathstar.
Gauss Cannon
Technical data:
Hull: 3.500
Shield: 200
Weapon: 1.100
Costs:
Metal: 20.000
Crystal: 15.000
Deuterium: 2.000

Plasma Turret
The biggest gun with the highest price. The needed researches alone are a fortune for players in the early days of their career, and the Turret itself is pretty expensive too. But what you get in return is the strongest gun, powerful enough to fend off even big ships like Destroyers or Deathstars. Most efficient when you add Cannon Fodder to protect it as long as possible to allow it to deal out huge amounts of damage. It's the only gun that doesn't trigger Deathstar's rapid fire.
Plasma Turret
Technical data:
Hull: 10.000
Shield: 300
Weapon: 3.000
Costs:
Metal: 50.000
Crystal: 50.000
Deuterium: 30.000

Small Shield Dome
Shield domes do absolutely no harm to enemy ships (except probes), but that isn't their purpose anyways.

In the earlier game stages even 1 Small Shield Dome alone can fend off a whole enemy fleet, in case it consists only of Cargoes. That is because those ships lack the attack strength to penetrate the shield itself and thus can't destroy the Dome.

You can only build 1 Small Shield Dome per planet.
Small Shield Dome
Technical data:
Hull: 2.000
Shield: 2.000
Weapon: 1
Costs:
Metal: 10.000
Crystal: 10.000
Deuterium: 0

Large Shield Dome
What goes for the Small Dome goes for the Large Dome too… but just in a bigger scale. Even Light Fighters in any amount can't do any harm against the Large Dome and have to fly home empty-handed. You can also build only 1 Large Shield Dome per planet.
Large Shield Dome
Technical data:
Hull: 10.000
Shield: 10.000
Weapon: 1
Costs:
Metal: 50.000
Crystal: 50.000
Deuterium: 0

Anti-Ballistic Missile
Anti-Ballistic Missiles are a special type of defensive units. They're not designed to fight enemy ships, but instead to shoot down incoming Interplanetary Missiles. Each Anti-Ballistic can take out 1 Interplanetary Missile (see Interplanetary Missiles for more).
Anti-Ballistic Missile
Technical data:
Hull: 800
Shield: 1
Weapon: 1
Costs:
Metal: 8.000
Crystal: 0
Deuterium: 2.000

Interplanetary Missile
With Interplanetary Missiles you can clean an enemy’s planet from defense without launching a single ship. They destroy the defense without rebuilding, so when using them you can wipe out the defense completely (see Interplanetary Missiles for more).
Interplanetary Missile
Technical data:
Hull: 1.500
Shield: 1
Weapon: 12.000
Costs:
Metal: 12.500
Crystal: 2.500
Deuterium: 10.000


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