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In a place and time far away from where we are today, two intergalactic forces fight for control over a few strategic planets. In large antigravity hovertanks battle lines are being drawn. A commander controls mammoth spaceships orbiting far above the battlefield. New temporary military bases are being built as the enemy is destroying old ones. The goal? Complete annihilation of the enemy. Welcome to Wulfram II, welcome to the struggle of your life. What makes this game unique is the freedom it integrates into how a player decides to play the game. The player is part of a team, and can help that team win in many different ways. Without going into excruciating detail, the players can help build new bases, help place strategic elements that allow spaceships to maneuver, help your frontline tanks by going in with a medic unit and repairing their damage on the battlefield, help the team by rushing enemy bases all alone, or be part of a large group of frontline tanks that battle it out over the territory at hand. The strategy component is undeniable, however it takes collaboration from your entire team to execute a strategy reasonably well. This is a challenge the game presents to both teams, and as such, some games have a higher strategy dynamic than others. This isn't a problem - it's a tribute to the high fidelity of the experience a player frequently sees. Some games are virtually only won by starship battles high above, far removed from direct control by anyone. Other times, the spaceships are hardly of concern to anyone. The game playing style subtly changes over time as well. I've seen games where each enemy cargo box was tracked by the enemy, and fought over. Other times no one cares how many cargo boxes the enemy picks up. I've seen games that last five minutes; I've seen games that last two days. Skill. Some people have it - others do not. Hey! It's a network game, so yes lag comes into play. However, it is not the deciding factor in winning a tactical battle with opposing players. Skilled players pick up knowledge on how to best attack an enemy unit. They consider things such as the terrain slope that they are on, how much fuel they have left, what kind of weapons they have on board, and what else is around them. Experience will show through, as they make their tanks jump high into the air while firing a pulse shell onto their helpless enemies, and have the pulse shell meet its intended target. Control over the hovertank takes practice. Unlike a lot of other first person shooters, the player needs to learn how to navigate a hovertank. It takes time to turn a tank around. Moreover because a hovertank uses antigravity jets to tilt and turn, there is some further error introduced into how precisely you can control the vehicle. Everyone battles with this, and for now, it is part of the skill the players must learn to be successful. Wulfram II is an independently run and owned game. This means there is no monetary budget to make it all work. All players are encouraged to help out the community in one way or another. There currently are moderators and trainers whose role it is to make sure the community has a good environment to grow in, and to help new people out on learning how to play the game. People by and large, are friendly and help new players out as much as possible. Everyone is encouraged to contact his or her friends, the press, the radio, or whatever it takes to make the community grow.