Tutorial 10: ACS

    • Wiki Updated

    • The Alliance Combat System (ACS) permits fighting together with other players, so that no player is always on his own. On the one hand thereby you can attack a target with friends, and on the other hand you also can deploy your fleet to defend alliance partners or at players, who are on your buddy list. Thus you cannot only attack significantly bigger targets, but also a few important tactical alternatives are available.

      Important box:
      Keep in mind that, as explained in >>Raids<<, the whole >>Noob protection<< system has to be considered while you attack players even if they are marked as honorable target to you.

      ==How to attack together?==
      To start an ACS-attack, one of the players first has to initiate an attack with a fleet. As soon as it was launched, he can transform it in union and invite other players via the fleet menu, they have to be in the alliance or on the buddy list. Those players will get an invitation for the union and will be able to join the attack with their fleets via clicking on the short link on the second fleet page ("Combat forces"). All in all, five players can join in the union combat; the union fleet can consist of a maximum 16 fleets, altogether. 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 >>Slowdown by ACS<<

      =How to create ACS-attack?=
      [Image - You have to click on the icon which is into the red circle]

      =How to invite/delete people to your ACS-attack?=
      [Image2 - In the blue box it will appear the players of your buddylist and your alliance. You can select from one to four players and invite them to the ACS-attack]

      If a fleet is more than 30% slower as the union, it will not be able to join. If 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. In this way, 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 cancelled, in this 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==

      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 a buddy, you just will have to send 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 in line 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 planned, 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.

      If you attack a planet or a moon, on which one of your fleets is holding, your fleets will fight against each other.


      ==Alliance Depot==
      The alliance depot acts as a deuterium supply for friendly fleets while they are defending a planet or a moon, to stay there longer. For this you choose the alliance depot at the facility menu on the defended planet and you enter the amount of deuterium, which shall be send to the fleet and confirm 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.
    • ACS (Allied Combat System) is ogames way of allowing players to team up and attack or defend together.

      To start an ACS-attack, one of the players first has to begin an attack with a fleet. As soon as it has been launched, he can turn that fleet into a fleet union and invite other players via the fleet union window. On the fleet movements page, locate the attack fleet sent, and between the "attack" label and the departure planet, there will be a small box containing five triangles. This is the button to create the fleet union. Clicking it will bring up a window with the fleet union options. In this window he also has the option to name the fleet union. This is always a wise move so other players can easily identify which fleet union to take part in, since a player can be invited to many fleet unions at once. However unlike ACS-defense, , these players do not have to be in the same alliance or on the players buddy list to join. Those players will get an invitation for the union and will be able to join the attack with their fleets. To join the attack, the player will first select the ships he wants to send, and then on the second fleet screen, select the fleet union name from the drop down box and hit next. The information on location and arrival time will be automatically entered, and the player can compare his arrival time to that of the fleet union. But be careful because all fleets of a union are geared to the slowest one. So if a slower fleet is added to a union, (ie your arrival time is after that of the union), the arrival time of all fleets will be set back. That can also be used to your advantage, detailed in the chapter Slowdown by ACS.
      All in all, a maximum of four players can join in the union combat along with the initial player, and the union can consist of a maximum of 16 individual fleets.

      If a joining fleets travel time is more than 30% slower than the unions, it will not be able to join. This can be critical if your union is timed for an interception, where it is important that the fleet union arrives exactly at the right time. This is an important aspect to check before joining the ACS-attack. It would be best if the player who has the longest travel time starts the attack, or the initial player sends the attack slow enough so that all players have plenty of time to add in their fleet without slowing the union down. For attacks timed to the exact second (for example catching a returning fleet) you can also save deuterium by timing with a single ship at first, to make sure you get the timing right, and after that joining the remaining combat fleets. This will provide two strong advantages. When you add in further fleets, and you have the option to send that fleet at 100% or 90%, without slowing the union, if there are any enemy players watching, they will be unsure at which speed you sent your fleet. They will still all arrive at the same time, even if they are sent at maximum speed. The second advantage is that it is very clear which fleet was the initial fleet to be launched. If during the flight, any added fleet is recalled, it will simply free up some space in the fleet union for other fleet, but if you recall the initial fleet by accident, you will no longer be able to add fleet into the union. The remaining fleet in the union will continue as before, but you will not be able to change its arrival time by adding new fleet. If you are unsure as to which fleet was the initial fleet that you created the union from, when viewing the fleet movements screen, the initial attack fleet will be labelled simply as "attack" and possess the fleet union button, whereas all fleets added to the union will be labelled "ACS attack" and will not possess the fleet union button.


      Important box:
      Keep in mind that, as explained for >>Raids (link the Raids tutorial)<<, the whole noob >>protection system (link to this new tutorial)<< has to be considered while you attack players under this protection. Outlaw, tactical retreat and honor system are important features that need to be taken into account. You can read more details in >>Link to New Noob Protection System tutorial<<.


      ACS-Defense works in a slightly different manner. In this case you do not create a fleet union. To begin with, any ACS defender has to be part of the same alliance, or on the buddy list, of the the player he intends to defend at the time of sending the fleets. When doing so, you select the ships you want, the location, and on the third and final fleet screen, should the option appear, select the ACS-defense button. The user is also required to select a "hold time". This is the amount of time that the fleet will remain at the destination before returning. The minimum time is one hour. The fleet will arrive at the time you select, and if you want to defend at a specific time, you must wait until the arrival time appears as desired. When sending, depending on connections and software used, there may be some lag which will change the time you are aiming for. A good fleeter will practice sending at a specific time so he can estimate the correct amount of time it will lag. Unlike ACS-attack, you cannot create a fleet union and slow the arrival time of your fleet. Your only options are to recall


      The alliance depot is an ogame build that aids acs defense. It provides a deuterium supply for defending fleets while they are defending your planet (alliance depots are not available on the moon), so that it can stay there longer. For this you choose the alliance depot at the facility menu on that particular planet and you are given an option to keep the defending fleet in at the planet for longer based on how much deuterium is available, and the level of your depot. The bigger the depot, the more deuterium you can send per hour. In theory you can hold a fleet indefinitely if you keep on increasing the hold time on it. This only proves viable with fleets consisting of deathstars though due to their tiny deuterium usage. However, the depot holds little purpose in real game application due to huge deuterium costs involved, and the requirement of a quite high depot level to hold big fleets. In practice you normally do not hold your fleet on a foreign planet for more than a few seconds, and it is very rare for them to be needed any longer than one hour.

      The post was edited 4 times, last by Marlboroman: Censord is spot on plus added plus I merged all the grammar, syntax, etc, corrections, next to this short hint about noob protection/honor system, in a new and updated final tutoral version. ().

    • ACS (Allied Combat System) is ogames way of allowing players to team up and attack or defend together.

      To start an ACS-attack, one of the players first has to begin an attack with a fleet. As soon as it has been launched, he can turn that fleet into a fleet union and invite other players via the fleet union window. On the fleet movements page, locate the attack fleet sent, and between the "attack" label and the departure planet, there will be a small box containing five triangles. This is the button to create the fleet union. Clicking it will bring up a window with the fleet union options. In this window he also has the option to name the fleet union. This is always a wise move so other players can easily identify which fleet union to take part in, since a player can be invited to many fleet unions at once. Unlike ACS-defense, however, these players do not have to be in the same alliance or on the players buddy list to join. Those players will get an invitation for the union and will be able to join the attack with their fleets. To join the attack, the player will first select the ships he wants to send, and then on the second fleet screen, select the fleet union name from the drop down box and hit next. The information on location and arrival time will be automatically entered, and the player can compare his arrival time to that of the fleet union. But be careful because all fleets of a union are geared to the slowest one. So if a slower fleet is added to a union, (ie your arrival time is after that of the union), the arrival time of all fleets will be set back. That can also be used to your advantage, detailed in the chapter Slowdown by ACS.
      All in all, a maximum of four players can join in the union combat along with the initial player, and the union can consist of a maximum of 16 individual fleets.

      If a joining fleets travel time is more than 30% slower than the unions, it will not be able to join. This can be critical if your union is timed for an interception, where it is important that the fleet union arrives exactly at the right time. This is an important aspect to check before joining the ACS-attack. It would be best if the player who has the longest travel time starts the attack, or the initial player sends the attack slow enough so that all players have plenty of time to add in their fleet without slowing the unoin down. For attacks timed to the exact second (for example catching a returning fleet) you can also save deuterium by timing with a single ship at first, to make sure you get the timing right, and after that joining the remaining combat fleets. This will provide two strong advantages. When you add in further fleets, and you have the option to send that fleet at 100% or 90%, without slowing the union, if there are any enemy players watching, they will be unsure at which speed you sent your fleet. They will still all arrive at the same time, even if they are sent at maximum speed. The second advantage is that it is very clear which fleet was the initial fleet to be launched. If during the flight, any added fleet is recalled, it will simply free up some space in the fleet union for other fleet, but if you recall the initial fleet by accident, you will no longer be able to add fleet into the union. The remaining fleet in the union will continue as before, but you will not be able to change its arrival time by adding new fleet. If you are unsure as to which fleet was the initial fleet that you created the union from, when viewing the fleet movements screen, the initial attack fleet will be labelled simply as "attack" and possess the fleet union button, whereas all fleets added to the union will be labelled "ACS attack" and will not possess the fleet union button.

      ACS-Defense works in a slightly different manner. In this case you do not create a fleet union. To begin with, any ACS defender has to be part of the same alliance, or on the buddy list, of the the player he intends to defend at the time of sending the fleets. When doing so, you select the ships you want, the location, and on the third and final fleet screen, should the option appear, select the ACS-defense button. The user is also required to select a "hold time". This is the amount of time that the fleet will remain at the destination before returning. The minimum time is one hour. The fleet will arrive at the time you select, and if you want to defend at a specific time, you must wait until the arrival time appears as desired. When sending, depending on connections and software used, there may be some lag which will change the time you are aiming for. A good fleeter will practice sending at a specific time so he can estimate well the amount of time it will lag. Unlike ACS-attack, you cannot create a fleet union and slow the arrival time of your fleet. Your only options are to recall


      The alliance depot is an ogame build that aids acs defense. It provides a deuterium supply for defending fleets while they are defending your planet (alliance depots are not available on the moon), so that it can stay there longer. For this you choose the alliance depot at the facility menu on that particular planet and you are given an option to keep the defending fleet in at the planet for longer based on how much deuterium is available, and the level of your depot. The bigger the depot, the more deuterium you can send per hour like that. In theory you can hold a fleet indefinetely if you keep on increasing the hold time on it. This only proves viable with fleets consisting of deathstars though due to their tiny deuterium usage. However, he depot holds little purpose in real game application due to huge deuterium costs involved, and the requirement of a quite high depot level to hold big fleets. In practice you normally do not hold your fleet on a foreign planet for more than a few seconds, and it is very rare for them to be needed any longer than one hour.

      ok i made some edits to correct the grammar, syntax, and general information held here. (for example, it is impossible to build alliance depot on a moon). Ive made the acs attack information clearer, including the extra bits forgotten (union name etc) and explained acs defense better. Also included information on how to create the union in the first place (assuming it wasnt already covered in another tutorial)


      i would suggest instead of a section "slowing by acs" you simply create one page named something along the lines of advanced acs strategies, where you include such things as slowing fleets into attacks, include the detail of timings better, how to use ACS to hide the speed sent at etc :)
    • The Alliance Combat System (ACS) permits fighting together with other players, so that no player is always on his own. On the one hand thereby you can attack a target with friends, and on the other hand you also can deploy your fleet for defense at alliance partners or at players, who are on your buddy list. Thus you cannot only attack significantly bigger targets, but also a few important tactical alternatives are due to it.

      Important box:
      Keep in mind that, as explained for >>Raids (link the Raids tutorial)<<, the whole noob >>protection system (link to this new tutorial)<< has to be considered while you attack players under this protection. Outlaw, tactical retreat and honor system are important features that need to be taken into account. You can read more details in >>Link to New Noob Protection System tutorial<<.


      How to attack together ?
      To start an ACS-attack, one of the players first has to begin an attack with a fleet. As soon as it flies, he can change that fleet to a union and invite other players via the fleet menu, whereat those don't have to be in the alliance or on the buddy list. Those players will get an invitation for the union and will be able to join the attack with their fleets via clicking on the short link on the second fleet page ("Combat forces"). All in all, five players can join in the union combat; the union fleet can consist of a maximum 16 fleets, altogether. 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 Slowdown by ACS will show.

      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 cancelled. 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.

      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 in line 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.
    • Censored wrote:

      i would suggest instead of a section "slowing by acs" you simply create one page named something along the lines of advanced acs strategies, where you include such things as slowing fleets into attacks, include the detail of timings better, how to use ACS to hide the speed sent at etc
      I agree with this.... Good idea :thumbup:
    • Marlboroman wrote:

      Censored wrote:

      i would suggest instead of a section "slowing by acs" you simply create one page named something along the lines of advanced acs strategies, where you include such things as slowing fleets into attacks, include the detail of timings better, how to use ACS to hide the speed sent at etc
      I agree with this.... Good idea :thumbup:

      About that... that "advanced guide" will be done later so we can discuss the content, name and arquitecture during the development phase :P
      About checking this tut... can we merge Censored edits + my small additions to get the final tut version?
    • Merged version with edits and updates

      The Alliance Combat System (ACS) permits fighting together with other players, so that no player is always on his own. On the one hand thereby you can attack a target with friends, and on the other hand you also can deploy your fleet for defense at alliance partners or at players, who are on your buddy list. Thus you cannot only attack significantly bigger targets, but also a few important tactical alternatives are due to it.

      Important box:
      Keep in mind that, as explained for >> Raids <<, the whole noob >>protection system (link to this new tutorial)<< has to be considered while you attack players under this protection. Outlaw, tactical retreat and honor system are important features that need to be taken into account. You can read more details in >>Link to New Noob Protection System tutorial<<.


      ==How to attack together?==
      To start an ACS-attack, one of the players first has to begin an attack with a fleet. As soon as it flies, he can change that fleet to a union and invite other players via the fleet menu, whereat those don't have to be in the alliance or on the buddy list. Those players will get an invitation for the union and will be able to join the attack with their fleets via clicking on the short link on the second fleet page ("Combat forces"). All in all, five players can join in the union combat; the union fleet can consist of a maximum 16 fleets, altogether. 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 Slowdown by ACS will show.

      ==How to create ACS-attack?== [Image - You have to click on the icon which is into the red circle]

      ==How to invite/delete people to your ACS attack?== [Image2 - In the blue box it will appear the players of your friendlist and your alliance. You can select from one to four players and invite them to the ACS-attack]

      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 cancelled. 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.

      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 in line 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 planned, 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.


      6th Dec edited by Icegirl
    • The Alliance Combat System (ACS) permits fighting together with other players, so that no player is always on his own. On the one hand thereby you can attack a target with friends, and on the other hand you also can deploy your fleet for defense at alliance partners or at players, who are on your buddy list. Thus you cannot only attack significantly bigger targets, but also a few important tactical alternatives are due to it.

      Important box:
      Keep in mind that, as explained for >> Raids <<, the whole noob >>protection system (link to this new tutorial)<< has to be considered while you attack players under this protection. Outlaw, tactical retreat and honor system are important features that need to be taken into account. You can read more details in >>Link to New Noob Protection System tutorial<<.


      ==How to attack together==
      To start an ACS-attack, one of the players first has to begin an attack with a fleet. As soon as it flies, he can change that fleet to a union and invite other players via the fleet menu, whereat those don't have to be in the alliance or on the buddy list. Those players will get an invitation for the union and will be able to join the attack with their fleets via clicking on the short link on the second fleet page ("Combat forces"). All in all, five players can join in the union combat; the union fleet can consist of a maximum 16 fleets, altogether. 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 Slowdown by ACS will show.

      ==How to create ACS-attack== [Image - You have to click on the icon which is into the red circle]

      ==How to invite/delete people to your ACS attack== [Image2 - In the blue box it will appear the players of your friendlist and your alliance. You can select from one to four players and invite them to the ACS-attack]

      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 cancelled. 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.

      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 in line 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 planned, 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.

      == Alliance Depot ==
      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.
    • Danimanza wrote:

      Important box:
      Keep in mind that, as explained for >> Raids <<, the whole noob >>protection system (link to this new tutorial)<< has to be considered while you attack players under this protection. Outlaw, tactical retreat and honor system are important features that need to be taken into account. You can read more details in >>Link to New Noob Protection System tutorial<<.
      Good insertion, i'd suggest you add details about honorable battles : while a target might appear as honorable for the initiator of the attack, it is possible that the battle to be dishonorable if more players will join fleets, their military points summing up against the defender's .