Noob Protection

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Noob term is almost all the time considered an insult but is not true. A noob in OGame is a player that just started to play the game and is not familiar with game features and tactics. We all have been noobs, and in some aspects, we still are, but that is another story.

Since version 3.0. a new protection system for the weaker player has been implemented. You can find more details about it Version 3.0.

What is noob protection

Noob protection is a systems that ensures that starting players are not attacked before they get to have a reasonable good grasp of game mechanics and tactics.

In older universes ( created before 2011 ) the noob protection is split in two stages:

  • 0 to 10.000 points: general protection with a 1:5 ratio
  • 10.000 to 50.000 points: general protection with a 1:10 ratio

For newer universes:

  • 0 to 50.000 points: general protection with a 1:5 ratio
  • 50.000 to 500.000 points: general protection with a 1:10 ratio

One important aspect of newbie protection is the fleet escape , also known as tactical retreat. This system is in place to prevent a new player to lose his fleet when under attack with a stronger fleet. This protection prevents strong players to attack smaller players and is in conjunction with the honorable combat system.

Honor points system

Players are marked in galaxy view as honorable, newbie protection, stronger player, neutral target, bandit , or outlaw depending of several factors

So if you have 4000 points, you have 1:5 protection. That means you can attack anyone below your rank to 800 points. And you can attack anyone above you up to 20K points. You can also attack those with much more points (i.e those marked (s)) but to do so will result in losing your own newbie protection for 7 days, and so give you the outlaw status - marked by (o).

Outside of the newbie protection you can attack anyone you want, some battles will be honourable and some will not.

Example: You're No. 1 in total and military - highscore and have 4 million points. With our new system you can now attack all players with at least 400k points, all the players till rank 100 of our military ranking and all inactive players. Moreover, even players who have lost their protection and marked as Outlaws.

Military - Highsore

The military - highscore is an important part of the newbie protection, which now considers used resources for combat ships and defensive structures (including anti-ballistic and interplanetary missiles), and percentage of the costs of civil ships, phalanxes and jump gates.

Following sections are given:

  • built resource points
  • destroyed resource points
  • lost resource points

Protection of ships and resources

With the implementation of the new newbie protection you get the chance to secure your resources and ships to a certain extent against attacks of powerful opponents. This includes the implementation of the three dens and the possible automatic escape of your fleet.

Dens

Every resource receives an underground hiding place, which in view of the planets are not visible, but also needs a construction lot. The den can secure a small portion of your existing resources automatically against a raid.

In the espionage report the den and your protected resources are not visible. This way you still can get what you noticed in a report.

Fleet escape

If you are attacked by a superior opponent, the fleet can escape from the attack. In summary this means:

  • From a ratio of 5:1 of fleets in combats on the fleet is able to escape
    • In honorable combats a fleet can not escape.
    • Outside the limits of the newbie protection a fleet can not escape.
  • ACS attacks and deployed fleets are considered figured up.
  • Defense is not taken into account, civil ships only with 25% (rounded down).
  • The escape takes place automatically at the time of combat and consumes 1.5 times as much deuterium as a fleet would consume for the flight to the neighboring position.
    • After a combat, the fleet is immediately available again.
    • Resources won't be saved.
  • Fleets can only escape completely. If not enough deuterium is available no ship escapes.
    • Death Stars, espionage probes, solar satellites and holding fleets can not escape.
  • The escape can be disabled (e.g. to receive moon shots)
  • Users of the admiral can have a better ratio for their fleet escape (3:1). However, this also ends at the upper limit of the newbie protection.
  • The attacker can give the command to his fleet to return without combat in case the fleet of the defender escapes.

More about the honor points you can find in .....

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