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/