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. 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.

Post feature Report RSS Thoughts on 2aw Maps

Because 2aw is a tactical game - there is no resource gathering and no building on the map - there needs to be some thing interesting on the map to make it relevant. We came up with putting control points throughout the maps. Control points gives you win points, after you have a 1000 more win points then your opponent you win the battle.

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Because 2aw is a tactical game - there is no resource gathering and no building on the map - there needs to be some thing interesting on the map to make it relevant. We came up with putting control points throughout the maps. Control points gives you win points, after you have a 1000 more win points then your opponent you win the battle.Lets look at a standard 2aw map:

https://media.indiedb.com/images/articles/1/54/53443/auto/standardmap.png

You can see spawn points in green and control points in orange.We can already see some of the strategies on capturing the points on the map:

https://media.indiedb.com/images/articles/1/54/53443/auto/standardmap-strat.png

Designing those maps you can think on how the players might play the map: Say at the start USN(gray) pushes on both 3 points while AISN(orange) pushes on just 2 points.

https://media.indiedb.com/images/articles/1/54/53443/auto/standardmap-1.png

Because USN is spread on 3 fronts while AISN is spread in 2 AISN ends up winning. Maybe they also because of good counters to USN units.

https://media.indiedb.com/images/articles/1/54/53443/auto/standardmap-2.png

Next AISN can advance to the USN points, those are virtually empty.

https://media.indiedb.com/images/articles/1/54/53443/auto/standardmap-3.png

USN panics and instead of going after relatively empty points in the back and fighting AISN from their spawn points they decide to attack backwards.

https://media.indiedb.com/images/articles/1/54/53443/auto/standardmap-4.png

Because defense is easier then offense, AISN wins again. Now all the AISN has to do is keep supplying that force out of their spawn point to keep the USN force at bay.

https://media.indiedb.com/images/articles/1/54/53443/auto/standardmap-5.png

Now USN forces have to work to break out of AISN blockade. AISN might not have won this battle yet but they do have the advantage of holding the map for now.Other interesting map types i have been thinking about is the middle spawn map. Basically the spawn in the middle is capturable and it gives huge advantage to players to spawn in the middle of the map.

https://media.indiedb.com/images/articles/1/54/53443/auto/middlespawn.png

Another interesting dynamic is close spawn points where the spawn points are relatively close and ships have to fan out to capture the control points. Do you fight in the middle or do you capture the edges?

https://media.indiedb.com/images/articles/1/54/53443/auto/closespawn.png

Or the map can be a ring where all spawn points are capturable. The last spawn points of a faction is never capturable. The factions might fight and change positions alot. In the picture we see a ring, but in 2aw it can also be a sphere map.

https://media.indiedb.com/images/articles/1/54/53443/auto/ringmap.png

Many maps would be just empty space. But some maps can happen around or intertwined with stations:

https://media.indiedb.com/images/articles/1/54/53443/auto/pathmap.png

This is a simple map with one side following a path to the other. It would be a huge and probably drawn out tug of war.If you have an idea for a interesting map please send it to me.Forum topic: Aff2aw.com

Comments
Elementalist
Elementalist

Wow, looks amazing, and sounds good! Lots of strategies here. Would control points be actual objects, or just areas of space?

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treeform Author
treeform

In theory its just a space. But to make the map more interesting there would be probably some thing there.

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

control points = cp = area in space.

it can be a bit confusing ;)

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cr0n0s
cr0n0s

well maybe u could add repair stations or any other supplie/support stations. or astroid fields so ships can hide there (like a forest in WiC).

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Chelicerate
Chelicerate

Fair warning: Those gamers who are afflicted with deuteranopia(red/green colorblindness) cannot tell what is a 'spawn point' and what is a 'control point' on your maps.

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Angels Fall First : The Second Antarean War
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treeform
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