New Noob Protection Changes

    This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

    • New Noob Protection Changes

      Dear Community,

      Today, we would like to inform you about our new noob protection at OGame, which will be a much longer protection for weaker user. The shown settings will be updated just for new universes, because it will influence the balancing of the game. Older universes can be updated with much lower settings to avert balancing problems.

      As before this update can be seen and tested on our Public OGame Test Server

      The current noob protection will be completely discarded and replaced by a longer protection. This means shortly:

      • Protection active till 500k points
      o 0-50k points: general 1:5 protection
      o 50k-500k points: general 1:10 protection
      • in addition you can attack the next 100 ranks within our new military Highscore and players with more than 50% of your own military points at any time
      • beyond this range, stronger players could not attack weaker players
      • weaker players will lose their protection for 7 days if they attack a too stroong user (will be mentioned in galaxy view; 1:5 / 1:10)
      • after 7 days of inactivity the protection gets lost (until your next login)
      • fleet escape is linked to noob protection

      Example:
      With 4 million points you´re on rank one at the overall and military ranking. Within our new system you are able to attack all users with at least 400k points, all players till rank 100 in our military ranking and all inactive user as well as every player with at least 500k points. You can also attack all users who lost their protection due to their own fault.

      The protection should offer weaker user the possibility to grow up and get long-lasting enjoyment of playing OGame. At the same time we want to motivate stronger players to interact with other comparable players and not just attack all “noobs” without any risks.


      Military – Ranking:

      Part of our new protection is our new military ranking which observes the used resources for combat ships and defense (also anti-ballistic missiles & interplanetary missiles) as well as on a percentage basis the costs of civil ships, sensor phalanx and jump gates. Thereby we will have the following sections:

      • used resource points
      • destroyed resource points
      • lost resource points

      The new structure of our ranking will enable to compare the real strength of all players with each other. By the inclusion of all tactical units you can´t hide yourself behind e.g. just defense units and keep your real strength in secret.


      Protection of ships & resources

      Also a new part of our protection system is the possibility to hide your resources and protect your ships against much too strong players within a special range. Therefor we will add 3 new building, resource hideouts, and make it possible for inferior fleets to escape from a battle.

      Hideouts:

      For every type of resources, metal, crystal and deuterium, we will offer a subterranean hideout. All of them will be able to protect a few resources from being looted. The whole process will be done on its own. With a corresponding level of your hideout a special amount of your resources will be always protected.

      To avoid confusions in our espionage report the hideouts and protected resources won´t be shown there. This means that you still can loot all resources which are shown in the report.

      Escape of fleets:

      If you are under attack by an overpowering opponent your fleet will be able to escape. That means:

      • If the relative strength reaches the limit of 5:1 the defendable fleet will be able to escape
      o Fleet can not escape in honourable combats
      o Beyond the range of the noob protection a fleet can not escape
      • ACS attacks and holding fleets will be considered summarized
      • Defense won´t be involved into the calculation, civil ships just on a percentage basis (25%: probes & sats not at all)
      • The escape takes place on its own but consumed Deuterium (1,5 times the costs of a flight to the next position)
      o Fleets only can escape altogether. If there is not enough Deuterium available no ship will be able to escape.
      o Deathstars, Probes, Solar Satellites and holding fleets in general are not able to escape.
      • The automatic escape can be deactivated in the fleet menu, e.g. for moon shots.
      • Resources won´t be saved.
      • With the help of the Admiral you will be able to change the ratio onto 3:1.

      These changes should protect weaker players from a total loss and keep them in the game further on. With the protection of a few resources you also should be able to grow up again despite an attack against you.


      Honour points

      For all combats within special parameters you will be able to collect honour points (or lose them again). You can win them with combats against nearly equal or even stronger players and lose them with combats against much weaker players. Into this calculation we involve destroyed military ships (not civil ships) & defense units as well as moon destructions.

      The honour points are related to the military ranking respectively the military points of the respective player. With the reception and loss of honour points you can own titles (emperor, bandit) and special (dis-)advantages.

      • Top 10 in honour points ranking (at least 15000 HP): Grand Emperor
      • Top 100 in honour points ranking (at least 2500 HP): Emperor
      • Top 250 in honour points ranking (at least 500 HP): Star Lord
      • ...
      • Low 250 in honour points ranking (at least -500 HP): Bandit
      • Low 100 in honour points ranking (at least -2500 HP): Bandit Lord
      • Low 10 in honour points ranking (at least -15000 HP): Bandit King

      Titles will be shown within the ranking and in galaxy view.

      Honourable combats:

      Following requirements can cause an honourable combat:

      • Attacker less military points than defender.
      • Within a special range attacker has more military points than defender.
      • Target is a Bandit while the combat takes place (Low 100).

      Attacker can launch honourable combats against every target with more points than himself. For players with less points you have to fulfil following requirements.

      • Target more than 50% of my military points during the attack.
      • Target not more than 10 military points less than the attacker.
      • Target not more than 100 military ranks behind myself.

      Neutral combats:

      Combats against alliance members, buddies (both in 1:1 attacks) or inactive players are always neutral. This protects against disadvantages in our honourable ranking e.g. while moon shots. Alliance combats with external players can not be neutral.

      ACS:

      ACS combat is honourable, if:
      • Total military points of defender not less than 50% of total military points of attacker.
      • …no target is a bandit.

      In ACS defend a combat is honourable, if:
      • Total military points of defending fleets less than 50% of total military points of attacking fleets.
      • …at least one attacker is a bandit.

      A player can earn or lose honour points if he has at least 1% of all ships in combat. In honourabe combats you will earn more res since the res protection is changed to 25% (instead of 50%).

      Dishonourable combats:

      A combat will be dishonourable of all of the following requirements applies:

      • Target less than 50% of attackers military points.
      • Target more than 10 military points distance to attacker (useful during beginning phase of a new universe).
      • Target not more than 100 military ranks behind attacker.
      • Target not part of Low 100 in honour ranking.

      Through dishonourable combats you can lose honour points. Thereby destroyed defense, phalanx / jump gates and captured res will be considered with 50%.

      The defender can earn honour points in combats against very strong players out of the caused damage. Thereby all destroyed ships (civil ships with 50%) as well as losses of own ships and defense will be considered.


      Additions:

      Following other changes will be given:

      • Ranking will be updated every 5 minutes (not completely live anymore).
      • Changed formula of terraformer:
      o Every 2 level one bonus field -> for example 5 more fields at lvl 10
      • In combat report the honour points and flight behaviour will be shown.
      • Comabst against Bandits are *always* honourable. That’s why fleets of Bandits are not able to escape and Bandits lose their complete res protection (-> attack against Bandit will take 100% of res in first attack). Also combats against Bandits can offer a larger debris field (max. change onto 50%).

      Planned changes for later updates:

      • Option that attacking fleet can return without combat if defending fleet escapes.
      • Required building slot for res Dens will be removed.



      Overview about the important changes:

      - fleet escape linked to noob protection (e.g. after player reach 500k points fleet escape is completely deactivated)
      - disadvantages for Bandits (and lower ranks): res protection gone (you can raid 100% on first attack), higher debris field (max. change onto 50% ... if universe already have higher settings (e.g. 70%) the higher amount will be used, counts for defense into debris as well (if activated in the universe)), fleet of Bandit can not escape
      - added combat descriptions ((dis-)honourable, neutral, acs)
      - changed protection setting (0-50k 1:5, 50k-500k 1:10)
      - later changes: Dens without required building slot, option to stop attack if defending fleet escapes
      - costs for fleet escape
      - defense now with 100% into military points (instead of 50%)



      With best regards,
      Your Origin Team