this is not a new rule it was already active in first years of ogame. However I think it was up to last 3 or 5 seconds of attacks. But in that time you could do FS in 5 seconds without a problem. And sending probes in last seconds to attacker is nothing more than bug using with creating additional lag. if a good ninja is setup spying 5 seconds prior to attack will not help especially today with this lag.
Strange that I was reporting a player for this exact bug-using 2 or 3 years ago and GA said that there is nothing wrong if you send 2 different attacks within 1 second (he was defending his moondestruction RIPs with 30k destroyers which definitely shouldn't be allowed so smaller players can at least defend themself) . However...GF...you are so slow that players will leave...and when all players leaves then you make a rule and all cheaters will leave to 
This post essentially has no concept of what fleeting is or how it’s done. And that’s the problem, the rules are made by people who don’t understand that side of the game… same as a good chunk of the community
Actually, it is made by people who both understand and play the game but also understand the difficult circumstances in which they as well as the community are placed.
There are those who have already figured out how to lock down fleets so they are guaranteed a fleet crash.
Part of that is because of the current state of the game and implemented strategies which may or may not work as intended.
Another part is those who will use any advantage they can to get ahead.
Something needed to be done and this band-aid was chosen as it is easy to implement.
Code changes are not.
So, as I have said, this is a reflection of the current state of the game and its code.
I do hope it is temporary and fixes are pushed out soon so this can go back to the clarification of old.
However, until that happens, this is the clarification to which everybody will need to adhere.
I know a lot of people do not like it and I get it.
I really do.
Just understand there are real reasons behind this change and one of the real reasons why I am pushing to get this fixed.
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I have to disagree and re-emphasise my previous point. Who leaves there fleet there until the last 20 seconds other than idiots or bots? The scenarios that this is essentially trying to stop are meaningless and fleetingly rare.
if a fleet is locked on return, it’s not going to matter if you probe at 20 or 6.
it’s especially infuriating when real bug-use, I.e. payment bans are essentially semi-legal as your token month ban can save years worth of work. And instead of sorting out that crock of s*** they decide to penalise active fleeters because of their own coding incompetence. Or should I say, poor outsourcing choices and lack of care in previous coding.
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Your reiteration has come through loud and clear.
What you are missing is it is possible to lock any fleet down so it cannot escape.
It does not matter if the fleet is in flight or if it is just sitting.
This affects EVERY fleet and can be done to ANY fleet.
Even yours.
People have already been using this and locking down fleets for several minutes.
This is the issue which is being addressed - and it is a real problem.
I am not saying the complaints are not legitimate.
I am not saying the issues are not self-inflicted.
I am not saying this is the best possible band-aid which could ever be used.
I just want you and others to realize it is meant to not make your lives more difficult but is meant to also protect your fleets as well.
I assure you, if an honest player's fleet gets locked down and that player cannot do anything about it because of this, they will rightfully put in a ticket.
Any one of you could be a victim of this issue and this rule change is an attempt to protect your accounts too.
You guys see the effects of the rule change, but you do not see the reason or the reality which caused it to be put into effect.
Honestly, I hope none of you experience why this had to be done.