![]() ![]() “We know Hurstville has a high Chinese Australian population and this initiative aims to build relationships, increase engagement and participation of footy in this community. AFL Executive General Manager Game Development Rob Auld said the investment in the School Village Model is part of the AFL Game Development 10-year vision of ‘footy in every home’ and is aimed at driving greater engagement and increasing participation and fans of the game in these culturally diverse areas. As part of the Hurstville village model, there will be a three-year commitment to the creation of a Future Stars Program that will identify up-and-coming players, particularly those of Chinese heritage, who will participate in specialised coaching with AFL and Sydney Swans Development Coaches within the Swans Academy. One player leaving will end the match.The pilot program will see five primary schools identified to participate within each community, with the AFL recruiting and providing a qualified physical education teacher to support student physical literacy and professionally develop teachers. Each player has units that are needed by the other who doesn't have them for example in one mission the Tundrans have a BattleStation but don't have air defense so the Western Frontier to use their Anti Air Vehicles to defend the battle station while the battle station defends the frontier from heavy tanks. ![]() In this mode the players can use the 1 and 2 buttons on the Wii controller to tell each other to capture places and support units. There are 4 maps in total each takes place at different points during the single player campaign. Also units spawn from a respawn similar to Assault except the area doesn't move.Ĭo-op missions have 2 players going against the game's AI. Some maps have neutral facilities which can be captured for extra units. Who ever has the most points by the end of the match wins. Both sides get points for destroying each others units or defenses. Skirmish is a death match like mode when 2 sides have usually the same units and infinite spawn. Defenders have AI controlled defenses which are alot more durable than they are in single player which makes them a useful asset but defender controlled units spawn slower than the attackers unit (Not 100% sure if that's true if somebody could find that out that be awesome:). Once an object is completed the defenders spawn point moves back while the attacker takes its old position. Units spawn from a respawn area that has an image of the sides symbol. In some maps there are secondary objectives that both sides can capture for a advantage over the other side or in other maps the secondary only increases the attackers strength and just gives the defenders another thing to defend. One player attacks a certain number of objectives (different for each map) then captures the defenders HQ, while the defender tries to hold off the attacker until the timer runs out. there are a total of 16 maps in multiplayerĪssault plays like most of the missions in single player. All modes keep a number of wins and loses and leaving the match is counted as a lose. Co-op has 4 maps and 1 is locked at the start, also in Multiplayer it is the only time the player uses the Wii's 1 and 2 buttons which are used to send messages to your ally in Co-op. assault and skirmish both have 6 unique maps designed for the game modes and 3 out of the 6 are locked until the player has played a certain number of maps. There are 3 modes in multiplayer assault,skirmish, and co-op. So far Battalion Wars 2 is the only game in the series to support online over the Wii's wi-fi connection. ![]()
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