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.
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.
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...
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...
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...
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...
deader than elvis...shame too, it looked nice.
thankfully someone loaded the models of the ships onto GMOD, now I can make a boardgame out of it, or just plug them into one of my exsisting ones.
Check Angels Fall first: Planetstorm
I am so exited about this, I can't wait, please hurry up, but take your time to make it good ;)
Like :D
YO! Thanks a ton for all of your hard work, whether other people outside our fangroup here see it or not, to say you're bettering the gaming world is a disgusting underassessment of this project. Hope to see even something half-finished released very soon!
Its just a matter for putting in time and getting every thing ready.
Gah, this game has been my dirty little secret, and I've been waiting for it to come out of its cocoon. I can't wait to get my hands on the next alpha tests again. :p
Hey man, I remember you! I know its been too long.
I'll continue to follow, I support your Idea, I just hope it doesn't go in vain and you end up throwing away the whole project.
Good luck my good sir.
Thank you, I need your support!
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