• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

AI War II Kickstarter [Sequel to 2009's Best RTS by Arcen Games]

MouldyK

Member
Kickstarter Page

$299,400 Goal.

I'm lazy, so just gonna paste some things from the actual page I find interesting to note.

AI War 2 is the sequel to 2009's AI War Fleet Command. Like the original, AI War 2 is a real-time strategy game with elements of tower defense and grand strategy that pits you against a smart and deadly AI.

Also like the original, AI War 2 is an asymmetric game. The AI does not play by your rules: it is much more powerful than you, has no supplies you can disrupt, and its resources are literally infinite. Your successes strengthen the AI's focus on you, requiring you to balance immediate needs against long term costs.


Private alpha access in January 2017.
Public Early Access in May 2017. Available on Steam at a price of $30 for the duration on EA.
Version 1.0 in October 2017. Available on Steam and other services at a price of $20 from then on.

Some highlights include:

  • Keeping the best parts of AI War Classic: the focus on strategy over tactics, the ability to granularly customize your campaign, massive space battles, and an AI that can surprise you.
  • Over one hundred types of ships ranging from fighters to capital ships to massive superweapons.
  • Expanding the AI's toolbox of tricks and strategies -- the AI will recapture lost ground and press the advantage when your losses mount up.
  • Letting you decide your army’s strengths and capabilities via a new Science system.
  • Expanding battlefields from individual single planets to entire solar systems.
  • Replacing the original game’s ship triangle with more nuanced categories.
  • Letting you play as humans, the incredibly powerful Spire, or the long dead but mysteriously revived Zenith. Wait, what?

Will add pictures later.
 

MouldyK

Member
I don't think 299k will make it...

You mean you don't think they'll make the Goal?

I think they might since many people have asked them to make a sequel to the first one and what with their recent run of commercial failures, this seems like an always last-ditch effort it seems.

Also, this is interesting:

$299,400 is exactly what our budget shows AI War 2 will cost. Why should we ask for $600 we don't need? Showing you the true amount and not the nearest estimate sends the message that we approached budgetary concerns seriously, and did not say, "Yeah that sounds about right for a game."
 

illusionary

Member
Having just recently won a copy of the original game, I'll be following this with interest, though I'm not at the point of being convinced to back myself just yet. Either way, good luck to them!
 

Llyranor

Member
I'll back this when I get home. It's a pretty niche (but AWESOME) title, and a really fun coop game, so hopefully more awareness will help the campaign.

In the meantime, here's an AAR I wrote for AI War 1 a few yrs back. Hope this helps showcase to a few people why this game is special!

----


Here's the current sitrep. Here is Murdoch, a frontier planet where we've established a firm defensive base able to repel substantial enemy raids. A few hundred fighters/bombers/frigates, some starship support, 6 force fields, 2 fortresses, and a Maginot line of fixed turret defenses (the main pride of the base being its large number of lightning turrets - which do area damage - which has likely saved its bacon in a previous siege by thousands of enemy attackers). It's a pretty sturdy base and has served us well so far (even though we've had it destroyed once and had to repel the large swarm of enemy raiders that cut through to our much less-defended rear planets. Since then, however, the front has been well-stabilized. What's the worst that could happen?
ai1.jpg


Now, over time, the enemy has been accumulating a large fleet on the neighboring planet, numbering about 4000. Should be okay, since we've been able to beat back similar numbers before. Perhaps the addition of an impending cross-planetary invasion was a bad sign. Here you can see the main enemy fleet assembling right near the warp to Murdoch at the bottom there, with an endless stream of reinforcements from other warps. It's a bit cliched to say, but in this case it's actually over 9000 in the literal sense.
ai2.jpg


Here's a closer look at the eye of the storm (and it's now over 10,000 -____-)
ai3.jpg


Quick follow-up. Remember that fighters destroys bombers, which destroy frigates, which destroy fighters.

ai001.jpg

Here is the incoming massive wave. They also sent a small vanguard of (fast-moving, cloaked) raptors first, but we quickly dispatched those before the main fleet arrived.

ai002.jpg

Enemy contact! Maginot line is doing its job, tractor beams holding whatever they can while the lightning turrets deal out mass damage throughout the entire area.

ai003.jpg

It's kind of hard to see what's going on in the screenshot (or in the game when there are 10,000+ units involved in a battle -_- ). The main threat here is the 1500+ bombers, which can potentially wreck havoc through our force fields and destroy the command stations. We need to prioritize those. We're pulling our frigates out of the forcefields via both flanks to try to lure the bombers on them (they'll get decimated if so, but a small price to pay to maintain the base). On the upper right you can also see us mobilizing our bombers out to attack their lagging frigate fleet (bottom of the map, can't see on screenshot). Meanwhile, as their bombers are mostly at the center of their fleet, we're sending our fighters directly on them to destroy them as soon as possible.

ai004.jpg

While they're not really taking the bait re: bombers --> frigates, they are sending their fighters after our bombers (which you can see on the upper right). We're having our bombers break off to the south-east while trying to hold the fighters off with my (green) screen of frigates conveniently positioned there. Note that I have 107 frigates.

ai005.jpg

This screen is to showcase that our forcefields have been getting pummelled continuously by the bombers. We've been keeping tabs on which get damaged, quickly pull them out via the nearby warp (where they get automatically repaired by a Mobile Repair Station already set up there), then return them when they get back up to strength.

ai006.jpg

A more global view of the battle. Our bombers have broken off and are going straight for the frigate fleet at the bombers (with chasing fighters), while my frigates on the right try to stall the enemy fighters as much as possible. Worthy of note here is how uniformly damaged all the enemy ships at the top are. That's from the lightning turrets, which deal damage to the entire area. I don't usually find them very useful since they're not that powerful, but when we have 50 of them and the enemy has grouped thousands upon thousands of units, that's a lot of damage being spread out.

ai007.jpg

As the battle rages on, attrition takes its toll. The entire enemy frontline crumbles as the lightning turrets kill them off all at once. I will never underestimate lightning turrets ever again. Our bomber offensive is turning to be a big mistake, however, as their frigates are being escorted by 300+ lightning shuttles. Again, it's the concentrated damage that's so destructive here. We're retreating our bombers to the left (all extremely damaged). As I've been pulling my frigates down to follow the enemy fighters, they've also gotten within range of the lightning shuttles. As I was focusing on the top of the battle, I hadn't realized it until it was too late. I now have a total of 3 frigates left. Out of 107. Our bomber strike wasn't very fruitful, either. Not sure how many we destroyed, as the screenshot actually show their numbers increasing via reinforcements.


ai008.jpg

But that's just a setback. The battle is over, we take care of the shuttles quickly, then loose our bombers onto the remaining retreating enemy frigates. It's a slaughter.

The battle's over. But the AI is already massing up large reinforcements at the nearby planet. The status quo isn't going to work. We need to expand and destroy their raid engines.
 
dfdfd

The only thing that I find weird about the pitch is how it limits people playing between Early Access and full release. It seems like a mistake to ransom that for higher tiers when more feedback, testers, and people just, in general, chatting about it will only help the product for its full release.
 
dfdfd

The only thing that I find weird about the pitch is how it limits people playing between Early Access and full release. It seems like a mistake to ransom that for higher tiers when more feedback, testers, and people just, in general, chatting about it will only help the product for its full release.

It's a common thing in Kickstarter campaigns. To be honest, I think it works, since fans who paid more money are probably more invested in the project, so they will try to help, reporting bugs, etc.
 

StereoVsn

Member
I have a feeling that this is coming a bit too late. They didn't want to make the sequel for years. By now a lot of people would have forgotten about the first game.

I pitched in but don't see them making the goal.
 
Looks cool, but would a 3D engine be able to handle 10,000 strong AI fleets like the previous game?

The KS itself mentions improved performance as a reason for going 3D, so I have to imagine Arcen's considered this.

Really aggressive LOD maybe?


You're reminding me of the dramatic difference between Starcraft 1's sprites and SC2's models, though. Hordes of units never felt the same, mostly because my GPU was dying trying to keep up with the latter.
It's a common thing in Kickstarter campaigns. To be honest, I think it works, since fans who paid more money are probably more invested in the project, so they will try to help, reporting bugs, etc.

I hadn't considered the passion angle. I see the appeal of it.
 
Wow, how did I miss this?
I never realized that Arcen were this close to doing a Kickstarter.

Backed it instantly, though 300k seems like a faraway goal.
 

UltraJay

Member
Wait, this isn't the 4X game they spent a large portion of R&D funds on, is it? They had to put that on hiatus and did another game specifically to make funds to continue working on it. But it failed horribly (I think I got it in a Humble Monthly and didn't even realized they had made a new game). The lead developer had to lay off all his staff with the exception of his graphics guy. Even had to let a close friend, who composed the music for many of Arcen's games, go.

Then the Velociraptor in a space station game came out, nothing was said about the 4X game that had been put aside for later. That has to be this then, right?

Funny, the guy at Arcen said that after Steam's Discovery update, all of his games that weren't AI War or (I think...) Last Federation stopped selling.

EDIT: Never mind, from that AMA that game is Stars Beyond Reach, which is apparently in development hell.

EDIT2: Pablo is in the AMA, I'm guessing he was able to hire staff back then?
 

MouldyK

Member
Update #18

TLDR!

- We will re-launch, but please do keep your pledges here or feel free to back, because you never know what might happen and you won't be charged if this fails or cancels.

- We are losing a number of contractors, which is something I take very hard, but which was inevitable if this kickstarter did not succeed.

- Blue and myself will remain as the core staff, and we will be financially stable finally (for the first time in 7 years, in terms of not needing windfalls to leap between).

- Keith and Pablo will gain their income from crowdfunding for these projects, and thus the core 4 stay together as much as possible.

- Erik remains in his existing royalties-only capacity, which works well for everyone involved.

- We are extremely grateful and proud of what this kickstarter has accomplished so far, because only 1% of KS projects even make it to $50k, apparently. At the time of this writing we're at $84k. I wonder if we can break $90k! That would be pretty freaking awesome as a note to end on before we re-launch.

- We're going to be talking to folks a lot as we prepare for the re-launch, so you'll know what's up as we move forward into that.

Glad to see they haven't given up on the dream of AI War II. Hopefully the Relauch is more successful and i'll be sure to update this thread when that happens.
 
Top Bottom