Angels Fall First The Second Antarean War

The Second Antarean War is a multiplayer team-based real time strategic battle simulator.

It simulates battle between spaceships in fully accessible 3d space. As an admiral, you can call in different types of ships for different situations. You can use agile bombers to destroy enemy capital ships, while your enemy, seeing your bombers, will try to field fighters to rip them to shreads. But you might already know this and go for anti-fighter frigates instead and recall your bombers. This is when your enemy surprises you with his cruisers that were waiting in the dust clouds. While your teammates might have already discovered this plan and will try to board the cruisers, as they have little cover from faster infiltration ships.

You can use the environment to your advantage. Asteroids, nebulas and stations can provide you cover or you can go on the offensive and attack your prey from all six directions at once. Use formations to your advantage by weawing in and out of battle. Slicing accurately through your enemies columns and finally surrounding them for the final blow.

The game aims to be played against other people, not the game itself. The 3d navigation, order queues, smart orders and no limits on build queues aim to hide the visible user interface completely and allow you to focus on the battle at hand. You can join any battle in progress at any time. Some battles start small and grow in player size and in their importance to universal scale.

The universe is persistent. Each battle has an impact on how well your faction does. Winning battles progresses the war and earns you medals, rank and respect from people you play with and strikes fear into players you fight against.

Good hunting.

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Istrolid has its design origins in RTS, so we looked carefully at many of the conventions of the genre to determine whether they should be included in our game. It was natural not to include line of sight or fog of war in early builds, but when it came time to think about adding them, we had to consider exactly what it was they would add.

The primary function of fog of war is to create information warfare, so that it is possible to get an advantage over an enemy by knowing the location and composition of their army. In a game with counter mechanics knowing what the enemy is using and building the correct units to beat them is especially vital. Traditionally RTS games often require spending several minutes switching techs to access new units, so that the enemy must predict and prepare for them or be at a disadvantage. Istrolid abstracts these mechanics out into the ship design phase, requiring you to build up a fleet of flexible options capable of beating any comers over many games through trial and error. Any unit, at any place in the counter structure, can be built at any time.

With the fast pace of Istrolid combat and the low downtime, the window you have to respond to a new unit can be relatively small, and each ship is a hand-crafted beast, which might take some examination to determine the best response. The worst thing that can happen in many games and especially RTS is when the decisions on which counters to pick happens entirely blind, with no information on what the opponent might do: This is blind Rock Paper Scissors, where the outcome is pre-determined before any information is gained from the enemy. This is a problem I ran into a lot when designing Zero-K, and we worked hard there to ensure that since the choice of starting lineup is blind, all starting lineups have counters to whatever can be fielded by other starting lineups. This is a delicate balance, since any one side being too strong can lead to an auto-concede when faced with an enemy they do not have the tools to beat.

In Istrolid, given the short window of time between when a new ship is built and it enters battle along with the lack of the prolonged buildup, teching and double-guessing of other games means that fog of war would really only reduce interaction between players, making the game less skill and more guesswork. The fact that you must invest in ships of a given configuration and field them with a limited cash pool offers ample opportunity for bluffing and counter play, but being able to react to your enemies decisions increases interactivity and strategic depth.

A New Direciton

A New Direciton

News 19 comments

I know its been awhile and I'm sorry for that, but I've been really busy. With 2aw in fact. I looked at trends in the gameing industry and saw that more...

Zooming Problem

Zooming Problem

News 13 comments

In 2aw I have a problem with scaling and zooming. I am not playing with the ships at all! I am playing with radar dots, ship ranges and icons and its...

Switching to Integers

Switching to Integers

News 4 comments

Recently I have switched 2aw's simulation to pure integer maths. This makes math computation the same on all platforms. It does not matter how the compiler...

Thoughts about Interfaces

Thoughts about Interfaces

News 7 comments

Here i try to think about the UI in 2aw by drawing a similar UI on top of Starcaft screen shot. Key points i try to stress are Full Zoom, icons when zoomed...

Post comment Comments  (50 - 60 of 168)
ஜPolarஓBearஜ
ஜPolarஓBearஜ

I WANT TO PLAY IT!!!

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lol1234
lol1234

me 2 :) but i WILL WAIT!!! :D

OHHHHH and i came up with a great idea to pay for the servers, make a payment system similar to the one used in Darkspace! :)

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ஜPolarஓBearஜ
ஜPolarஓBearஜ

My cusin has a server company in the US. Maby I can arrange something...

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treeform Creator
treeform

Darkspace uses "buy in game credits" model. 2aw will have some thing like the "Freemium" model but scene there isn't any in game credits that you hold long enough will not work like Darkspace.

The problem I waned to void with having long term credits is that people that pay more or spend more time in game always win.

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ஜPolarஓBearஜ
ஜPolarஓBearஜ

That "Buy in game credits" will work only if the items you get for credit cant be sold to other players. This will suck, because you won't be able to do many things that paying players can do...

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treeform Creator
treeform

The problem is there isn't any thing to sell so there is no credits. Its a military simulation not a trading game. There is in game Requisition Points which you use to buy units but they only last for that battle.

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lol1234
lol1234

same with the "premium" stuff -.- the "premium" stuff is always better, usually easier to get, and gives the advantage!

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sharptoast
sharptoast

The way you start the game do you just jump in build and blow stuff up, or do you have to build up a bit, the other thing is something that would be quite cool is some kind of persistent base/flagship that can be upgraded/replaced with better ones. This would mean even if you just play 20/30 mins a day you always have a common reference , and persistence when upgrading encourages people to come back for more.

By the way- tracking looks epic, hope its one battlefield or server not multiple.

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treeform Creator
treeform

We decided against persistent flagship b/c it just gives more experenced player more advantage over less experenced players - an advantage they don't really need. This keeps each battle reasonably fair.

This game was not designed as a huge MMO scale time investment - but as simple fun thing you do once in while for most players. But what do you do always have some impact on the game world because the actual universe - where battles happen and who wins do have direct impact on the persistent part of the game.

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Su[)az][mA
Su[)az][mA

more the jump-in-and-blow-stuff-up then build-up-etc approach.

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Angels Fall First : The Second Antarean War
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treeform
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Panda3d
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