Xah Lee (aka Xah Toll), 2007-06, 2009-02
This page is a guide to the game Tech Warfare in Second Life.
A 5-player vs 5-player long-distance team match in Tech Warefare.
This game is created by Eckhart Dillon, ~2006. You can purchase a copy at http://slurl.com/secondlife/Epimetheus/144/42/72.
As of 2009-05, arenas are available at the following locations: Omeyocan (28,119,1500), Q (74,135,232).
There is also a inworld Tech Warfare group, called “Tech Warfare RTS” you can join for free. When you feel like playing, just call in the group.
Tech Warfare in Second Life. Tech Warfare
To purchase the generator config rezzer, see: Tech Warfare Generator Rezzer.
This is a real-time stratedgy game. In this game, there are 2 opposing teams, colored Red and Blue. Each team can have 1 or more players. The game is played in a rectangular arena (usually 40 meters by 60 meters), with 1 Base of each color at the end sides of the arena, and structures called Generators in the arena for each team. Each player can create (drop/rez) robots (bots) into the arena. The bots will move by themselves, and will automatically attack nearest enemy bots, enemy Generator, or enemy player. If nothing is in firing range, it will head to the enemy base and attack the base. The goal of the game is to destroy the enemy's base. The winning play, is the one who rezes the right bots at the right place with right timing.
There are a total of 14 different bots a player can drop. Each bot has a different firing range, speed, and armor. The bot will be rezzed at the location where the player's av is at. You can rez bots anywhere in the arena except within 10 meters radius of enemy base.
The bots will automatically attack nearby enemy bots, or enemy Generators, or enemy player, that is in the particular bot's firing range. If none is in range, the bot will head towards enemy base.
Each bot has a cost. Each player starts with 30 energy points in the beginning of the game. The arena has a structure called Generator. The Generators will periodically add bonus energy to the players of the same color. Generators can be attacked by bots. Each Generator has a health meter shown above it. When the health meter reaches 0, becomes enemy's Generator indicated by changing color.
Each player also has a health meter, show above the player's av or the green bar in the hud. Bots will attack nearest enemy players in range. When a player's health is 0, he will “die”, meaning that he will no longer be able to rez bots, effectively putting him out of the game play. A player's health will recover gradually.
The Base also has a health meter, shown as a floating text above the Base. When the Base's health is 0, that team looses, and the game ends. If all players of both teams are killed, the game immediately ends in a draw.
Player Rule: When playing TW, you must not fly, and no jump, and must stay in the arena at all times. You can however, run. (in the menu “World‣Always run”)
Generators are located at pre-defined positions in the Arena. Usually, there are 1 Generators per team. However, there can be 2 or more Generators per team, depending on how the game owner set up the game. There is also a variation where the Generators are moving in circles like a merry-go-around.
If you have not played this game before, here is what to do:
That's it! One game will usually take about 10 minutes.
Don't ask any questions, just do it. It is far easier simply to play a game first.
AFTER you have played your first game, then ask questions.
The following are tips for beginners. Simply follow these them, and your play will immediately beat any other beginner or even intermediate players.
If you are a beginner and in a team play, the following strategies will maximize your play for the team's chance of winning. You can pick one of the following and stick to it in the beginning 2 minutes of the game.
The following are some tips for intermediate players, roughly listed in the order of importance. All pro players know them by heart.
• In the beginning of the game, your priority is to fight for the Generators. Periodically, each generator of your color will give your team 10 extra energy points.
• You must know which bots that target air only, ground only, or both, and their relative fire power, firing range, and armor of each bot. Knowing them by heart is critical to advance your play skill.
• The bots will target the nearest enemy bot or generator. You need to be precise about where you drop them.
• A Generator's health is indicated in the floating text above it. When choosing a Generator to attack, pick the Generator that has low health.
• When attacking a Generator that has a low health (for example below 30%), you do not necessarily want to drop a Saw. Saw is expensive, and basically becomes useless after it is used on the Generator. You may just drop a Gun turret. Or, drop 1 or 2 Marauders, or a Gunner, so that they will move on to attack enemy base.
• A player's health is indicated above him. If you see a player with low health, rez a Scorpion or Marauders to kill him off.
• Do not drop bots in the open. Always drop a bot with a purpose, attacking a particular target you have in mind.
• In 1 vs 1 game, you must always know where your enemy is, and what he is doing.
• When there are a concentration of enemy bots around a Generator, for example, 2 Saw Bots, you may not want to fight it. You will expend a lot energy with risky outcome. Instead, find other Generator to attack.
General priciples for 1v1 play also applies to team play. However, in team play, there are a few things one must know, especially when there are 3 or more players per team. The following are most applicable when there are 3 or more players per team.
• In team play, you must periodically check what's going on in the whole war, to see what needs be done where.
• In team play, remember that concentration of fire power is important. Suppose each team will rez 3 factories in total. The team with all 3 factories in one location will be stronger than the team with 3 factories spread out in 3 locations.
• A planned, surprising blaze attack on enemy base from a single location, can often be successful if the enemy is not prepared. This is however a risky strategy, because, in order to have a blaze attack, you need a accumulated amount of energy; while you accumulate energy, your team mates are fighting a majority. By the time you have accumulated enough energy for a blaze attack, your team's situation may be bad if not hopeless. So, if your blaze attack failed, you team will lose the game. To be safe, consider blaze attack only if there are 4 or more players.
• Choose a strongest enemy player, then player-kill him. Have team members follow him and rez Scorpion or Marauder on him. This can be successful if done quickly. For example, in the beginning, have all team members suddenly come to him and rez Scorpions.
• Have the team agree on 2 particular Generators the top priority. (so that fire power in Generator fight is more focused)
• One weak team player, can focus on defense. For example, if you are a inexperienced player and want to play defense, then a good play is to rez 1 or 2 Gun Turrets or Cannon Turrets placed about 6 meters to Generators. Keep doing this until your team have more Generators than enemy. Then, go rez a factory behind the base.
• Fighting for Generators is the most important in the beginning of the game.
• Always keep a eye on attack on your base. In particular, watch out blaze attacks.
• Don't get killed. When your health is low, keep a distance from any enemy bot.
• When in a dogfight, one most important concept is that 2 bots created at the same time will beat the same 2 bots that came one after another. This is because, the combined firepower will shorten the first bot's life span.
This means, when in a dogfight with another player, concentrate your firepower on one enemy bot at a time, to eliminate it quickly.
For example, if 2 Gunners are coming towards you in parallel, side by side about 1 meter apart, and you are going to rez 2 Gunners to face it. If you rez 2 Gunners together to the side of one of the incoming Gunner, then your 2 Gunners will destroy your enemy's 2 Gunners one by one. If you made 1 second delay in rezing the second Gunner, your enemy's Gunners destroys yours one by one. If your 2 Gunners are also in parallel 1 meters apart, then all Gunners will be destroyed.
• You must know the relative strengths and weaknesses of the different bots.
If both players know perfectly the strengths and weakness of all bots, the winner will be the one who has better precision in location and timing of rezing bots. (assuming there's no blaze attack on the base or Player Kill or other surprises)
It is essentiall that you know the strengths and weakness of each bot by heart, if you want to be a top player.
Each bot has a cost, a firing power, a firing range, speed of movement, armor, and whether they target land based bots, airborne bots, or both. You must at some point read the Bot Info that details these specifications for each bot. This Bot Info is available as a notecard in the game panel. The following describes some common tried and true uses of the bots, as well as each bot's complete spec.
Target: all Cost: 13 Armor: 150 Damage: 50 Range: 4.5 Move: 2
Marauder are the cheapest bot. They are in general a good bot.
Marauder is a cheap way to defeat Scorpions. Scorpion won't target Marauder, but Marauder will target Scorpion. When a enemy Scorpion is attacking your bots, drop one or more Marauder on it.
Marauder is a cheap way to defeat Mega Cannons. Run to a enemy Mega Cannon and drop a Marauder. The Mega Cannon will be destroyed within 2 seconds.
Marauder is a good wingman for Saw Bots. (however, note that Saw Bots are in general useless if it has to travel)
Marauder is good in numbers, especially in team play when there are 6 or more of them together. Because, if a enemy player runs to them to drop Saw Bots, he is likely to be killed.
Marauder has weak fire power. For the same costs, a number of Marauders will lose to Gun Turrets or Cannon Turrets or Gunners.
To kill a Marauder, put 2 Marauders on it. To kill a group of Marauders, put some Gun Turrets, or Gunners, or Saw Bots onto them.
Target: Land only. Cost: 30 Armor: 400 Damage: 150 Range: 1 Move: 1
Saw Bot got the strongest fire power, but the shortest range, and moves most slowly.
When using Saw, you need to drop it right on the enemy bot. The precision in location is very important.
Never not drop Saws out in the open, unless in a team play, you and or your team mates can together drop 5 or more saws together at one time.
Saw bots are the most effective bot in attacking Generators. Run to a enemy Generator and drop a Saw Bot on it. Likewise, when your Generator is attacked by a Saw, drop a Saw on the enemy Saw.
To kill Saw, drop a Saw and a Marauder on it. Or, drop 2 Saws on it. Or, drop a Gunner 5 meters away.
When a Saw is near your Generator and is about to head towards it, you can lead it away, by standing close to it and gradually move away from your Generator towards you base. Once the Saw is about 2 meters away from your Generator, it will then head toward your base instead, which generally means it'll die by your base's Gun Turrets.
Target: Everything except Land bots. Cost: 30 Armor: 350 Damage: 125 Range: 7 Move: 4
Scorpion got the longest range, and moves the fastest. Scorpion will target player as its priority, and is the most effective in Player-Kill. However, its fire power on other bots is relative weak.
Scorpions, Marauders, and Shockers and Missile Towers, are the best weapons for player-kill, and Scorpion is the king among them by far. You can sneak in 3 Scorpions on a player and the player will likely die if made a few second delays in running.
Scorpion is also good for attacking a group of Cannon Turrets, since Cannot Turrets only target ground bots.
Scorpion is also most effective for eliminating any pack of Jets, UFOs, Nano bots created by factories.
Scorpion will not target Marauders, while Marauders will target Scorpions. While Scorpion is fixed attacking a target, rez some Marauders under it to kill it.
Scorpion has weak fire power and weak armor. So, Scorpion will lose to Gunner one on one.
Target: all Cost: 30 Armor: 350 Damage: 75 Range: 6 Move: 2
Gunner is a all-around general purpose attacker. No war will win without Gunners.
Gunner is in general good for everything. It is good for attacking Marauders, Tower turrets, factories, Saw Bots, Scorpions, anything. It doesn't have particular special use or special weakness, and is needed in every fight.
Gunner cost 30 points, so is among the expensive ones. To kill Gunners, drop Saw on it. Or, a Gunner plus a Marauder.
Target: Land only. Cost: 30 Armor: 100 Damage: 100 Range: 8 Move: 0.5
Mega Cannon is a ground attacker that's got the longest fire range. However, it moves the slowest, slower than Saw Bot, and has the weakest armor.
Mega Cannon is particular good in zapping out enemy towers. No enemy tower can stand it, since they all have a shorter range. A Mega Cannon will wipe out a entire set of Towers if left alone.
Mega Cannon is extremely vulnerable to attack. Any bot that target it will kill it instantly. So, in general you need to protect your Mega Cannons. Here are some ways to protect it:
This means, Mega Cannons are good in your base area for defense, because enemy cannot rez bots within 10 meters of your base.
Mega Cannons are also good when surrounded by Mini Cannons created by Cannon Factory.
Another way to use Mega Cannons is to baby sit them. Meaning, stand where they are and keep guarding them. When a enemy comes close, he will likely drop a Marauder or Gunner or Saw. You will respond with the same, so your Mega Cannon don't get killed. And you can add to it periodically. Mega Cannons are powerful in numbers.
Mega Cannon is extremely vunerable to attack. A single Marauder will kill it within 2 seconds. If there is a pack of Mega Cannons, one can drop a number of Marauders, or a few Saws.
Turret Towers are used in general for defensive purposes. As such, they are more cost effective than moving bots.
NAME: Gun Tower Target: all Cost: 20 Armor: 600 Damage: 80 Range: 6
NAME: Cannon Tower. Target: Land only. Cost: 20 Armor: 500 Damage: 70 Range: 7
Both Gun and Cannon turrets are the primary general purpose turrets. Gun Turrets have a short range and stronger fire power than Cannon Turrets. When mutually in range, Gun will take out Cannon turrets, but when they are 7 meters apart, Cannon turret will take out Gun Turrets while unharmed.
NAME: Shock Tower Target: all Cost: 20 Armor: 450 Damage: 50 Range: 8
NAME: Missile Tower Target: Air bots and players only. Cost: 20 Armor: 500 Damage: 80 Range: 7
Shock and Missile Turrets both have long range but weak power.
In general, these are not that much useful. Some top player never use them. They may have some advantage in team play where there are a number of them.
Here are some relative powers of the turrets:
Factories, once rezzed, will periodically spawn mini bots by themselves. Here are a general principle about factories:
NAME: UFO Factory Target: all Factory Cost: 40 Armor: 100 Damage: 45 Range: 4 Move: 3
NAME: Soldier Factory Target: all Factory Cost: 45 Armor: 140 Damage: 35 Range: 4 Move: 2
NAME: Nano Factory Target: all Factory Cost: 40 Armor: 130 Damage: 35 Range: 0 Move: 2
NAME: Cannon Factory Target: Land only Factory Cost: 45 Armor: 40 Damage: 55 Range: 7 Move: 1
NAME: Jet Fighter Factory; Target: All except Land bots Factory Cost: 45 Armor: 100 Damage: 50 Range: 6 Move: 3
Among the factories, Cannon Factory and Fighter factory are considered the most powerful, but not in any absolute sense.
When one on one, Fighter factory will destroy any other airbone mini bots created by other factories (They are: nanos, UFO). However, the Jets created by Fighter Factory does not target land bots, so, soldiers created by soldier factory will destroy all jets.
Cannon Factory will create mini cannons, that will take out Soldiers, and is considered the strongest land support among all factories. However, UFOs will clean out Cannons.
Here's some general info about factory vs factory:
Note: Jets only attack air targets and turrets and Generators and base. It does not attack other ground forces such as Marauders, Mega Cannons, or Mini Cannons.
Various people have helped me learning the stratedgy of the game. Mostly, thanks to Pono Proudhon for patiently teaching, and also thanks for Tata Witte for support. Also thanks to Outy Banjo, and many regular players (Jag Lioncourt, Straitjacket Overlord, Dex Tones, Itchy Stiglitz any few others) for the fantastic games.
Another page describing Tech Warfare. “THE ART OF TECH WAR” (2006-05-19) by Wagner James Au. http://nwn.blogs.com/nwn/2006/05/the_art_of_tech.html.