What is Fleetsave?
Fleetsave is the most fundamental strategy in OGame and distinguishes the game from all other browser strategy games. The concept is simple: A fleet that is in flight cannot be attacked. If you send your ships on a mission before closing your browser, they are completely safe during your absence.
Anyone who doesn't use fleetsave will sooner or later lose their fleet. This isn't a question of if, but when — because experienced attackers systematically scan for valuable, unprotected fleets. A single moment of carelessness can destroy weeks of built-up resources. Fleetsave is therefore not an option, but a necessity.
Basic Principle: Timing is Everything
The fleetsave must be planned precisely. The mission lasts for both outbound and return flight — you must be online when your fleet returns. A mission that's too short will end whilst you're sleeping, the fleet lands on the planet and is attackable again. A mission that's too long wastes valuable resources through deuterium consumption.
Calculating Fleetsave Schedule
- Estimate offline time: How long will you be away? (e.g. 8 hours of sleep)
- Add buffer: +30–60 minutes in case you're delayed
- Halve it: The outbound flight must last half as long — because outbound + return = total duration
- Choose target distance: Select target and speed so that half of the total duration is reached
In practice, many players use 10% speed to a distant planet or moon of their own. This greatly extends the flight time and provides maximum security.
The Best Fleetsave Missions
| Mission | Advantage | Disadvantage |
|---|---|---|
| Transport (own planet/moon) | Resources come along, no deuterium risk | Slow over short distances |
| Expedition | Can bring in resources and ships | Limited expedition slots |
| Deployment (moon) | Fleet stays on moon, no return necessary | Moon can be destroyed |
| ACS-Hold | Very flexible with timing control | Requires coordination with fellow players |
| Recycling (empty field) | Easy to plan | Deuterium consumption without return |
Jumpgate Fleetsave
With a jumpgate on your moon, you can instantly teleport the fleet to another moon — without flight time, without deuterium costs (except cooldown). The downside: The jumpgate has a cooldown time of 60 minutes times galaxy distance. For fleetsave this means: The fleet is on the moon and needs no flight time timing. As long as the moon stands, the fleet is safe.
Advanced Fleetsave Techniques
Split Fleetsave
Experienced players divide their fleet across multiple missions. If an attacker has calculated the return time (through sensor phalanx), they'll only encounter part of the fleet. Splitting costs more planning, but better protects the entire investment.
Fleetsave with Resources
Not only ships need to be secured — resources on the planet are also an attack target. Always send as many resources as possible along. What's en route cannot be stolen. Alternative: Store resources on the moon. No attack is possible on the moon — only a moon destruction attempt with a Death Star.
Sensor Phalanx Awareness
Opponents with moons can observe your fleet via sensor phalanx. They see departure time, target and approximate arrival time. Change flight targets and times regularly to avoid patterns, or use moon jumps as a countermeasure.
Common Fleetsave Mistakes
- Calculated too short: Fleet lands whilst you're sleeping — immediately attackable
- Forgot resources: Fleet saved, but planet stripped bare
- Wrong slot: Computer technology determines the maximum number of simultaneous fleets — don't exceed
- Ignored interceptor missiles: Espionage probes as fleetsave vehicles are cheap — but easily intercepted
- Ignored moon attack: A Death Star can destroy your moon, then the fleet stationed there is gone
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