Fleetsaving. Very important!Effective Means of Fleetsaving.Fleetsave is a process of sending your fleet and resources on a flight for the duration of your absence from the game or in the event of an enemy attack.
One of the most important aspects of a good fleetsave is the amount of time it takes for the fleet to return from a mission to the planet or moon of origin. All fleetsaving techniques require that the player be online before the fleetsaving mission returns. This is done so that attempts to save your ships from phalanx hits, debris field watch attacks, or "lucky" attacks can be planned and executed between the time when your ships return from their fleetsave mission and the time of the enemy attack. A player must take into account how long a fleet will be safe in flight and always be online before a fleetsave returns.
It is important to note that missions such as ACS attack/defend, attack, deployment, harvesting and transport have a time period when the ships travel to their destination and a time when they return to their planet or moon of origin. Adding these two aspects of a mission together gives the total time that a fleet will spend "flying" and remains safe from attacks.
Deployments are different from other missions because it is the only fleetsave mission that is one-way. Therefore, the total flight time is only a measure of how long it takes a fleet to travel from point A to point B.
Recalling missions always returns the fleet in the same amount of time it has already spent flying. Therefore, if a fleet has been flying for 4:05:23 when it is recalled, the fleet will take 4:05:23 to return to its planet of origin, making a total flight time of 8:10:46 for the fleet.
This is a summary of some of the means of fleesaving that cannot be seen by a
Sensor phalanx:
Classic means:
Attack mission from a moon to another moon/planet
Deployment mission from a planet to another planet that has been recalled
Deployment mission from a planet to a moon
Deployment mission from a planet to a moon that has been recalled
Deployment mission from a moon to another moon
Non-classic means:
Deployment mission from a planet to an non-exist Insectoid entity
Expedition mission from a moon
Deployment mission from a planet to an non-exist Insectoid entity is used when you cannot cancel the deployment mission to another planet and you don’t have a moon. How it works: a fleet reaches the target, it finds that the moon / Insectoid entity is not there, and automatically returns. This method is very useful for newcomers.
Expedition mission from a moon can be used so that your fleet will not spend a lot of vespen by holding the 10th coordinates. It allows you to save the fleet for a long time, up to 999 hours, but long journeys can be very expensive.
Ways to avoid phalanxes:
Moons cannot be phalanxed.
If you have a moon, there is no excuse for your fleet being crashed, short of a connection loss, natural disaster etc. If you fleetsave from a moon to another moon, no one can phalanx you and you can therefore feel relatively safe.
The recalled deploy.
Phalanxes cannot see recalled deployments. So, if you deploy, and are being phalanxed, YOU WILL KNOW BY SEEING AN INCOMING ENEMY FLEET TIMED TO ARRIVE SECONDS AFTER YOURS. In this case, recall your fleet and you can consider yourself safe - although you will face the wasted vespen. Of course, this is much better than having your entire fleet destroyed. If your fleet is very valuable, the rival may use his phalanx on your fleet once per minute in order to capture the exact time you recall. The common result of this tactic is that the attacker will get an error of 30-60 seconds, which allow you some time to fleetsave again.
The multi-deploy package system.
Fancy deploying your ships but are worried about it being phalanxed and destroyed? Send it off in chunks. A player may phalanx you, but ultimately you will only lose a fraction of your fleet instead of all of it.
Some very good players may crash fleets by learning your online times and therefore knowing when you fleetsave, allowing them to time their fleets closely, even without a phalanx. To avoid this, fleetsave using different tactics, different times, or by splitting your fleet up for maximum safety.
Ultimately, remember that players will always attack you if it is profitable for them. If you leave resources or ships lying about, they are sure to be destroyed and the attacker will get your hard-earned resources instead of you. So, make yourself unprofitable by fleet-saving, resource-saving, and building defenses, and you will progress a lot quicker. If your alliance is at war, then the rules are different and players will attack you even if you are unprofitable, giving players that use fleetsaves a decided advantage over players that build defenses.
Fleetsave flights that start from a moon will return to the coordinates above a moon if the moon is destroyed while the fleet is away. Therefore, I advise fleetsaves using the deploy mission from the moon to the planet below using the minimum speed. It is better to buy a very slow unit (Lex for terran or toss, Deathstar/Lex for xerj) for inclusion in the fleet.