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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS working on planets (view original)
working on planets
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Mc_Intire
Mc_Intire - - 141 comments

The way those planets look, with the names and the cyclic path indicators, kinda reminds me of Haegemonia... oh how I disliked that game...

Your work looks nice though, hope you'll find a nice way to give those planets tactical importance, and maybe even influence how the planet's surface looks depending on what is going on in their orbit.

Reply Good karma Bad karma+1 vote
Su[)az][mA
Su[)az][mA - - 364 comments

the planets orbit will have a effect on its appearance (far orbit = ice planet), but we wont have such a complex orbit system as its not really an important aspect.

Reply Good karma Bad karma+1 vote
Mc_Intire
Mc_Intire - - 141 comments

I was more thinking about ships battling in the orbit of an inhabited planet causing visual changes on the surface, to indicate that i.e. troops are also fighting there. Nothing complex, just visual indications like large clouds of dark smoke, flashes from larger explosions or something like that.

I also meant that planets could have some extra tactical advantage to players. I prefer the fighting part of strategy games more than the economical part myself, but I could imagine some sort of simple income/production/fleet cap (if there is any) boost for every inhabitable planet that is under your protection (that had a fleet parked close to it for x minutes/that has defensive systems in it's orbit or something akin to that).

I'm not entirely sure if I picked up every bit of information about what is planned for planets in your game, but I think I read something along the lines of planets not giving players any "advantages" (advantages in quotation marks as the planet itself, as the huge object it is, can give a player an advantage if used correctly). I think it is right not to make them too important a landmark so players won't just converge to the planets of a system and duke it our there (no point in creating the rest of the system if that happens), but I think that it would be good if taking a planet when you see the chance could give you a little reward.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

I been doing lots of planet work lately. Its hard getting web site and database synced with game servers so that game servers can give proper information to clients. As the result of this hard work I give you planets.