PlanetWars II
Posted: 08 Dec 2008, 03:10
Finally, after 176 battles, Core forces have managed to conquer the galaxy:
http://planet-wars.eu/hof/1/win.jpg
Those are 30 bravest commanders on both sides:
http://planet-wars.eu/hof/1/topcore.jpg
http://planet-wars.eu/hof/1/toparm.jpg
Arm over-investment in defense of planets like Winland (geyser 04 type planet covered with permanent arm structures ranging from vehicle plants, flak cannons to advanced fusions) proved impenetrable for core attackers, but meant that Arm armies were unable to effectively counter-attack Core.
While all planets are being strip-mined to fuel core war machinery, both sides are gearing up for another major fight. Both arm and core plan to pick their respected war heroes from previous war as their supreme commanders.
Key changes for round 2:
* Faction keeps attack initiative until it loses a fight (Volleyball rules)
* Upgrades and structures visible for enemies too (red enemy, green ally, blue your own structure)
* Springie specs people if one team is more than 2x bigger than other
* Springie voteforcestart only counts votes from smaller team
* you are now given metal - 150 for victory, 120 for loss, 50 for owning controlled planet (per turn), 20 for owning occupied planet (per turn), 10 for each clout point if you own planet, plus the percent of the galaxy your faction controls
* upgrade unlocks cost 100,200,400,800,1600 metal
* ingame, your commander can purchase unlocked upgrade for ingame ammount of metal (this is substracted from your planetwars metal instead from ingame and spawned instantly)
* upgrades last until destroyed
* you can purchase blockade fleet and order order it around galactic map. If it orbits a planet where fight happens, it blocks enemy upgrades (except already existing structures). If you lose fight, you lose oribiting fleet.
* Settings page has timezone dropdown so you can see all events stamped in your local time.
Credits go to PlanetWars team:
Quantum, Lurker, Jonanin, CarRepairer, MidKnight and Licho
And of course to numerous CA dev team and its contributors.
http://planet-wars.eu/hof/1/win.jpg
Those are 30 bravest commanders on both sides:
http://planet-wars.eu/hof/1/topcore.jpg
http://planet-wars.eu/hof/1/toparm.jpg
Arm over-investment in defense of planets like Winland (geyser 04 type planet covered with permanent arm structures ranging from vehicle plants, flak cannons to advanced fusions) proved impenetrable for core attackers, but meant that Arm armies were unable to effectively counter-attack Core.
While all planets are being strip-mined to fuel core war machinery, both sides are gearing up for another major fight. Both arm and core plan to pick their respected war heroes from previous war as their supreme commanders.
Key changes for round 2:
* Faction keeps attack initiative until it loses a fight (Volleyball rules)
* Upgrades and structures visible for enemies too (red enemy, green ally, blue your own structure)
* Springie specs people if one team is more than 2x bigger than other
* Springie voteforcestart only counts votes from smaller team
* you are now given metal - 150 for victory, 120 for loss, 50 for owning controlled planet (per turn), 20 for owning occupied planet (per turn), 10 for each clout point if you own planet, plus the percent of the galaxy your faction controls
* upgrade unlocks cost 100,200,400,800,1600 metal
* ingame, your commander can purchase unlocked upgrade for ingame ammount of metal (this is substracted from your planetwars metal instead from ingame and spawned instantly)
* upgrades last until destroyed
* you can purchase blockade fleet and order order it around galactic map. If it orbits a planet where fight happens, it blocks enemy upgrades (except already existing structures). If you lose fight, you lose oribiting fleet.
* Settings page has timezone dropdown so you can see all events stamped in your local time.
Credits go to PlanetWars team:
Quantum, Lurker, Jonanin, CarRepairer, MidKnight and Licho
And of course to numerous CA dev team and its contributors.