Hard difficulty, very big reward.Can be made much easier by convincing the marked mechmind to join your clan (reward is higher than cost of convincing) and using the "Take Out" command instead of destroying it.
Traveling between territories in the Range is controlled by the Reckoners clan using special keys. You can purchase keys anywhere which has in-game network access. Each key only allows travel to a specific territory, and they come in two types:
Creating your clan is simple: you must capture any neutral building in the Range by filling its cluster with convinced mechminds. Preferably, you want to capture a neutral base, whose cluster takes 9 convinced mechminds and is capable of producing gliders for your mechminds, provided it has sufficient resources. Once you have claimed a building, you can begin managing your clan and start claiming more buildings.
Not all buildings in the Range are neutral; some are claimed by existing clans. To claim a non-neutral base, you must force it to deplete its resources. This can be done in a variety of ways, such as ensuring no glider reaches the base with resources, destroying as many gliders belonging to the target clan as possible, or by buying up all resources stored within the base. Once the base can no longer obtain resources, it becomes neutral, ejecting the mechminds in its cluster.
"Convincing" is the method by which you convince opponents to join your clan. Pay a one-time fee of energy crystals (always listed), and the target mechmind joins your clan. Convincing can only be done in one of two ways:
Convincing a captured mechmind is significantly cheaper than convincing a glider, but only convinced mechminds can be used to claim neutral bases; conversely, convincing gliders instantly converts them to your clan.If you capture an enemy mechmind, but do not store it in a friendly base, it will automatically respawn, and you will have to recapture it and pay the fee again.
Changes in the control system have led to new opportunities for the inhabitants of the Polygon planet. Mechminds, advanced robots, opened new sectors and have started exploring them. With the course of time Mechminds and their culture have altered greatly with some old clans fading away as new ones evolved. New clans led by Mechminds of the Fifth Generation are powerful and well-organized formations with far-reaching plans. Powerful groups have different interests that often crossed, war broke out again. However this time it is the struggle not for mere control, this is struggle for survival. The clans want to eliminate the weaker ones standing in their way and will stop at nothing to dominate their enemies.
To achieve their goals they use not only military means, but economic ones as well. As of now none of the clans has managed to achieve complete victory. You are a part of the oldest clan called the Reckoners, a dedicated group looking for the firstborn Mechmind of the Fifth Generation. This could be a chance to restore former might for your clan which has lost its power and even be victorious in the war.
A.I.M. 2 is the sequel to the epic science fiction first-person action RPG developed by SkyRiver Studios. Its compelling story and unique look lift off exactly where the original ended. New clans led by Mechminds of the Fifth Generation are powerful and well-organized formations with far-reaching plans.
The clans want to eliminate the weaker ones standing in their way and will stop at nothing to dominate their enemies. To achieve their goals they use not only military means, but economic ones as well. As of now none of the clans has managed to achieve complete victory.
You are a part of the oldest clan called the Reckoners, a dedicated group looking for the firstborn Mechmind of the Fifth Generation. This could be a chance to restore former might for your clan which has lost its power and even be victorious in the war.
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