Higher level Jumpgate seemingly not working as advarised

  • Hello all,


    In short:

    This concerns an issue in that jump gates don't seem to reduce in cool down time past level 9. While it was advertised that a level 15 jump gate would have 1/6th of the cool down compared to a level 1 jump gate. However, the cool down seems to not improve much beyond 2/6 of the level 1 jump gate's cool down.


    In long + story:

    Let's start the new year in addressing an quite long standing issue (at-least for me) that I have with the cool down for jump gates.

    Some time ago I had the bright idea to reduce the cool down of the jump gates since I make quite extensive use of them in order to collect or spread of fleets ships over all my planets. Meaning I would use the jump gates multiple times in short succession. A much reduced cool down would be very helpful in this.


    However short after upgrading the jump gates to level 11 I noticed that something wasn't quite right. Thus, some time later I conducted a test with a newly build planet and moon to note down the cool down time's of each of the jump gate levels (a couple of times at each level, 3 times or more) while up grading it 1 level at the time up to level 11.

    This was at the time a 2 x war fleet speed server. Thus the level 1 jump gate had a 30 minute cool down.


    After noting down the times, and also performing a fit calculation (because all the sources on cool down time on jump gate that I could find were in whole minutes and non mentioned a exact formula for cool down's) on what should be the cool down time and both expressing them in a graph yielded a discrepancy in what was advertised and what in reality the cool down times are.

    This I reported to the respected Game admin of my community who in turn communicated it further around. However, the answer that received back was: That there wasn't any known documentation about it.

    At that time the cool down was still a respected 9 minutes and 44 second. a level 11 jump gate would have a 7 minutes 11 seconds cool down. I deemed missing out on roughly 2 and a half minutes as acceptable.


    Later on the 2 x speed was fleet server got merged into a 1 x server. Meaning the jump gate cool down times would also be times 2.

    Now looking at a cool down time of 19 minutes 28 seconds compared to what was supposed to be a roughly 14 minutes 18 seconds cool down time, things start to be less favorable for me.

    Thus, I conducted the cool down timing test again with again a new planet and new moon and got similar results, only times 2. Of which I included a graph below which mentioned the calculated (fitted) times compared to the means observed cool down times. Both depicted in total seconds.



    Below is a table included listing the advertised cool down times and both the 1 x speed and 2 x speed means of the observed cool down times in minutes:


    Jump gate level Advertised 1 x speed (minutes)
    Observed 1 x speed (minutes)
    Observed 2 x speed (minutes)
    1 60 60:00 30:00
    2 53 53:12 26:35
    3 47 46:52 23:25
    4 41 41:04 20:30
    5 36 35:44 17:52
    6 31 30:56 15:27
    7 27 26:38 13:18
    8 23 22:47 11:22
    9 19 19:29 9:44
    10 17 19:28 9:44
    11 14 19:28 9:44
    12 13 xx xx


    So now the standing questions:

    - Do others also experience this issue? (tough I'm well aware that not everyone has level 9 + jump gates and most play styles don't require a high level jump gate. And it might be a tad expensive to build one or more)

    - Is there more documentation about it. Details like a formula or cool-down time more precise than whole minutes?

    - is this a bug or something else, a feature, hidden cool down ceiling?


    Sources (tough some are questionable):

    https://board.nl.ogame.gamefor…5-6-2-Sprongpoort-update/

    https://board.origin.ogame.gam…5-Jumpgate-Recharge-Time/

    https://ogame.fandom.com/wiki/Jump_Gate

  • Neotinea

    Approved the thread.
  • Neotinea

    Approved the thread.
  • Neotinea

    Added the Label Forwarded
  • Seems to me now that it is intended to work this way, although they weren't forthcoming with the information. They've since updated the description to read as follows (Very recently):


    A Jump Gate is a system of giant transceivers capable of sending even the largest fleets to a receiving Gate anywhere in the universe without loss of time. Utilizing technology similar to that of a Worm Hole to achieve the jump, deuterium is not required. A recharge period of a few minutes must pass between jumps to allow for regeneration. Transporting resources through the Gate is not possible either. The Jump Gate’s cooldown time is reduced with each upgrade level, up to a maximum of level 9.

  • Jump Gate cooldown


    Let us define the formula for the cooldown time reduction (in seconds) of the Jump Gate for a base belligerent fleet speed equal to 1:



    It is assumed that the cooldown reduction function of the Jump Gate follows a parabolic curve. Therefore, the equation was derived based on three key points: f(1) = 3600, f(10) = 1000, and f(15) = 600. It is likely that the game developers, while designing the formula, aimed for a maximum cooldown reduction at level 15 equal to 1/6 of the original time and used an intuitive midpoint value for f(10). The coefficients of the quadratic function f(x) can also be expressed as integers, leading to the following simplified version g(x):



    This simplified function only strictly satisfies g(1) = 3600, since without using a piecewise definition, we get g(15) = 604. However, the overall error between the measured (by Imperial Guard) and theoretical values remains small in both cases.



    As the table shows, the theoretical values from level 10 onward differ from the measured ones. A possible explanation is that a change was introduced where the cooldown reduction applies according to the previous formula but only up to level 9. Since the origin of this discrepancy is unclear, the final formula for T(x) is best expressed by applying a cutoff to f(x) or g(x) and incorporating the possible Belligerent Fleet Speeds in the universe, denoted as vBF:



    Ultimately, the function T(x) can be presented in a table highlighting all possible Belligerent Fleet Speeds in the universe.



    The cooldown ratio can also be visualized in a chart, with key findings regarding Jump Gate development clearly highlighted, independently of the belligerent fleet speed in the universe.



    Special thanks to the player Imperial Guard for collecting the measurement data presented in this analysis. Without his assistance, I would not have been able to develop these formulas. Personally, I only reached level 5 of the Jump Gate, which was insufficient to reliably determine the key reference points. Naturally, the presented theory should be treated as an approximation, since it is difficult to assess the precision of the measurements due to the inherent uncertainty between the moment of teleportation and the appearance of the cooldown timer for the next Jump Gate activation.


    holon 8)

  • Information about teleport doesnt working over 9 lvl is another very unofficial game information. Even old players are surprised because mechanics of game and we expect new players will come? Funny.


    Even dont spoke about info from previous patchnotes - in teleport description should be information about cooldown times. And with patchnotes this functionality ended, nothing was applied to game.

  • Hello,


    If you are interested, you may contact the top french player, on Ymir (fr).


    He has upgraded jumpgate to lvl 16 or 17, and it is likely he still have the figures for the lower lvl cooldowns.

    Control Panel -> Settings -> General -> Display members’ signatures -> NO

  • Thank you very much for the information. I will just on level 15 everywhere and 16's building. Will cancel them all and put the resources into something more useful! In future if they decide to put the formula working I will benefit a couple more minutes of time reduction. :P

    13749.jpg?v=1642604403




    "Fenrir, the giant wolf, could not be constrained by any means known to man, so the dwarves forged a chain, but not from metal. Nothing made by man could constrain Fenrir, so they forged it from the things we cannot see and the things we cannot hear. Like the breath of a fish… the sound a moving cat makes. The roots… of a mountain."