Enemy Territory is a free multiplayer FPS set during WWII. It was originally planned to be released as a commercial expansion pack to the popular FPS Return to Castle Wolfenstein and later as a standalone game. However, due to problems with the single-player aspect, the multiplayer portion was released on May 29, 2003 as a freeware standalone game. In early 2004 the source code for the game logic (not the game engine) was released to the benefit of its modding community. The game uses a modified RTCW engine, itself being a modified Quake III: Team Arena engine (which has been open-source since 2005).
Wolfenstein: Enemy Territory is an online multi-player game, where the players interact with each other over a network in two teams (Allies and Axis) to defend or destroy mission objectives. The game is playable over the Internet or a Local Area Network. Like many online games, cheating and exploit communities exist. To counter this, the game has support for PunkBuster, an anti-cheat solution.
There are six officially released maps (North Africa Campaign: Gold Rush, Siwa Oasis, and Seawall Battery; Europe Campaign: Rail Gun, Wurzburg Radar, and Fuel Dump), as well as hundreds of custom maps made by the internet community. On each map, the offense needs to complete a certain set of objectives within a limited amount of time. The defense needs to keep the offense from completing objectives until time runs out. Some objectives may be optional, and some objectives can be carried out by either team. These minor objectives assist the team completing them. Depending on Game Mode the action will continue on another map (Campaign Mode) or the same map (Objective Mode, Stopwatch Mode, Last Man Standing).
In all but the LMS mode, dead players respawn all at the same time, every X seconds. In the default maps - assuming that the server settings aren't changing it - Allies spawn every 20 seconds and the Axis every 30 seconds, the only exception being Rail Gun where both have a 20 second spawn. With default settings, you can see the spawn timer in the right side of the screen. Experienced players should watch the timer all the time - dying to a 1 second spawn practically means losing your position (and a life, if the server has the rarely used Limited Lives feature enabled) and resetting your health and ammo, while a 30 second spawn can be deadly if there are only a few players. A good tactic is to find out the spawn time of your enemy, for example looking at the mission timer, and time your attacks so that every dead opponent will have to wait a full time spawn.
In the official six-map campaign (most common on public servers), Allies are offense for all but one map. In Stopwatch Mode (most common for locked or LAN servers) two teams - most common setups: 6vs6 or 3vs3 - will play the same map twice, once in each side and the winner is determined of who have the fastest offense (it can be a tie when both teams defense manage to keep the offence from completing the objectives until time runs out).
Players may earn experience points in several skill categories. All character classes may earn points in Battle Sense and Light Weapons. Class skills are generally restricted to the current class, the exception being Heavy Weapons (the Soldier class skill).
Players have certain abilities based on their character class. The player has a Power Bar that provides 'power' for their special abilities. The power bar regenerates slowly. Constructing the Command post speeds up the recharge rate though. Players have up to eight weapon slots, depending on character class. The classes that are available are engineer, soldier, field ops, medic, and covert ops.
Players can gain experience in three skills: Battle Sense, Light Weapons, and a skill determined by their current class. Certain class skill benefits remain with the player even if they change classes. Benefits from general skills are available regardless of class. Once a player has accrued enough experience points in a particular skill, the skill is automatically advanced to the next level, providing the player with a new ability or advantage. There are four attainable levels in each skill, awarded at 20, 50, 90 and 140 experience points.
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Monday, June 9, 2008
Sins of a Solar Empire
If you have ever wished that your favorite turn based/4X strategy game had elements of a real time game or vice versa then Sins of a Solar Empire could be the game you're looking for. Ironclad Games has masterfully built a grand strategy game that has all the depth and empire building elements of a traditional 4X style game which plays out in real time.
Just to set the record straight, Sins of a Solar Empire is not a traditional turn based strategy game. All of the empire building, research, exploration, and combat plays out in real time. However, it is paced in such a way that enables you to manage both your empire building operations and combat that keeps the game moving with out sacrificing the level of detail you would like to micro manage your empire.
In each game of Sins of a Solar Empire you'll start with a single planet, one shipyard and some money which you'll use to construct and expand your empire. Nearby asteroids can be used to harvest resources and act as outpost while scout and colony ships can be sent out in search of new planets to colonize. The size of a particular game depends on the scenario selected at the start. There are nearly two dozen different scenarios to choose from; the selection screen gives some basic information on each such as the number of stars, planets, maximum number of players and what game type the map/scenario is best suited for. It's worth noting that game can get quite long, even the smallest maps can take hours on end to conquer.
Colonizing planets should start as soon as possible after all this is a basic conquest style game and you'll want to expand as much as possible before being drawn into confrontations with an enemy. Colonizing other planets is not always easy though, traveling from one planet to another must be done through specific travel paths. These single lines of travel can cause choke points and ultimately may need to be resolved through combat. Once you've successfully gained control of a planet and the space around it you can begin to colonize or terra form (in the case of an ice or volcanic planet) the planet. Colonization is the main driving force for expanding your resources and empire's reach. Building up a planet's infrastructure includes creating defensive structures, space docks, resource harvesters and much more.
There are three resources that are required for building ships, facilities and researching new technology; credits, metal and crystal. Credits come from tax income of your planet's population, build up more civilian infrastructure to support larger populations and you'll earn more taxes. Metal and crystal are collected by building extractors on asteroids that you have colonized and provide an unlimited amount a particular resource. Metal is the main resource used for constructing ships and facilities and is fairly common. Crystals on the other hand are quire rare making them hot commodities for all factions when discovered. This resource is mostly used for ship upgrades and research. In addition to the standard resources, researching new technology requires you to build research labs and planet infrastructure improvements.
Conducting research is the way you'll be able to advance and expand your civilization. Ship upgrades, new technology and advanced infrastructure are all acquired from doing research. In Sins of a Solar Empire research is broken down into 4 main groups; combat research, civic research, fleet logistics, and artifacts. The combat and civic research trees are unique for each faction and split into three sub-categories, these allow you to research new ships, ship upgrades, weapons, economy and more. Fleet logistics allows you to research advanced training that enables you to support more ships and larger fleets. Finally the artifacts branch of research is for researching rare technologies that can be discovered on expeditions to new planets. Although each of the game's three factions has a unique technology tree, they are all very well balanced so that there's not one superior to another. However, even in some medium length games you may find yourself exhausting the tech tree well before the game is over, this contributes to slowing the game down and making it mostly combat oriented and one dimensional.Sins of a Solar Empire is an epic strategy game that can keep you up late at night. It does a great job of blending different aspects of all strategy game genres.
Just to set the record straight, Sins of a Solar Empire is not a traditional turn based strategy game. All of the empire building, research, exploration, and combat plays out in real time. However, it is paced in such a way that enables you to manage both your empire building operations and combat that keeps the game moving with out sacrificing the level of detail you would like to micro manage your empire.
In each game of Sins of a Solar Empire you'll start with a single planet, one shipyard and some money which you'll use to construct and expand your empire. Nearby asteroids can be used to harvest resources and act as outpost while scout and colony ships can be sent out in search of new planets to colonize. The size of a particular game depends on the scenario selected at the start. There are nearly two dozen different scenarios to choose from; the selection screen gives some basic information on each such as the number of stars, planets, maximum number of players and what game type the map/scenario is best suited for. It's worth noting that game can get quite long, even the smallest maps can take hours on end to conquer.
Colonizing planets should start as soon as possible after all this is a basic conquest style game and you'll want to expand as much as possible before being drawn into confrontations with an enemy. Colonizing other planets is not always easy though, traveling from one planet to another must be done through specific travel paths. These single lines of travel can cause choke points and ultimately may need to be resolved through combat. Once you've successfully gained control of a planet and the space around it you can begin to colonize or terra form (in the case of an ice or volcanic planet) the planet. Colonization is the main driving force for expanding your resources and empire's reach. Building up a planet's infrastructure includes creating defensive structures, space docks, resource harvesters and much more.
There are three resources that are required for building ships, facilities and researching new technology; credits, metal and crystal. Credits come from tax income of your planet's population, build up more civilian infrastructure to support larger populations and you'll earn more taxes. Metal and crystal are collected by building extractors on asteroids that you have colonized and provide an unlimited amount a particular resource. Metal is the main resource used for constructing ships and facilities and is fairly common. Crystals on the other hand are quire rare making them hot commodities for all factions when discovered. This resource is mostly used for ship upgrades and research. In addition to the standard resources, researching new technology requires you to build research labs and planet infrastructure improvements.
Conducting research is the way you'll be able to advance and expand your civilization. Ship upgrades, new technology and advanced infrastructure are all acquired from doing research. In Sins of a Solar Empire research is broken down into 4 main groups; combat research, civic research, fleet logistics, and artifacts. The combat and civic research trees are unique for each faction and split into three sub-categories, these allow you to research new ships, ship upgrades, weapons, economy and more. Fleet logistics allows you to research advanced training that enables you to support more ships and larger fleets. Finally the artifacts branch of research is for researching rare technologies that can be discovered on expeditions to new planets. Although each of the game's three factions has a unique technology tree, they are all very well balanced so that there's not one superior to another. However, even in some medium length games you may find yourself exhausting the tech tree well before the game is over, this contributes to slowing the game down and making it mostly combat oriented and one dimensional.Sins of a Solar Empire is an epic strategy game that can keep you up late at night. It does a great job of blending different aspects of all strategy game genres.
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