Creator: mirddes || First Published: 10/18/2013 || Players: 4 || Size: 20x20
Categories: None
Rating: 5.50 in 2 ratings
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat!
Comments:
the-deadly-shadow (10/19/2013 03:24am | Edited: 10/19/2013 03:28am):
it is a it base dense and off couse FTA. That means that this maps favours OS because they
have the first turn. To counter this, swap Bleu Moons position with Green Earth and give Green
Earth and Yellow Commet an infantery.
mirddes (10/19/2013 09:53pm):
@the-deadly-shadow

your suggestions are very good.

what does FTA mean?
the-deadly-shadow (10/20/2013 01:13pm):
I already explained. Orange Star has an advance simply because they have the first turn.
This means that Orange Star is always a turn in front of the other players and Yellow
Commet is always one turn behind, this is considered to be unfair. (FTA means first turn
advantage)

To counter this, swap Bleu Moons position with Green Earth and give Green
Earth and Yellow Commet an infantery.

this results will result in a situation in which Bleu Moon is one turn behind Orange star,
however because their position is crosswise the will not interact very much with each other.
Green Earth and Yellow Comet have an infantery so they can make up for behing always a
turn behind Orange and Bleu. This is considered more fair in general at symmetric maps
mirddes (10/20/2013 09:01pm):
after the 3 current games conclude i will make the suggested changes. they make complete
logical sense.
Xmo5 (10/22/2013 12:43pm):
What the-deadly-shadow said is right, but with one catch. The main goal, as I'm sure you
understand now, is to make is so that the teams that go last are not a whole turn behind.
Normally, when you start with 2 bases, you build 2 infantry the first turn. To compensate,
the player who moves second gets 1 infantry so they are "ahead" on one base and "behind"
on the other. This usually makes the players even on a 2p game. With 4 players this is
more difficult, but using the country move he suggested, it simplifies the scenario so
that OS/BM move before both of their neighbors, and YC/GE move after both of their
neighbors. That way, there is no: "BM moves before GE, but after OS, how do I balance that?"

The complication here is in the fact that the FTA counter is meant to be a "half-turn"
advantage as described above. What would you buy if it were your first turn? The answer
probably isn't just 2 infantry. At 9k with 2 bases and 1 airport, there are a lot of
possibilities, including tcopter/APC + mech/inf (most likely), or tank/recon + inf, or
even just 1bcopter. Balancing that kind of complexity is difficult, because how do you
split a tcopter, a mech, and an infantry down the middle? That becomes harder than just
funding because you have to consider the role of each unit now and how other players might
change their first move to counter your FTA counter. A bcopter or AA on the first turn
might be used to counter someone starting with a tcopter for example, and the whole
dynamic is changed.

To avoid this situation, I would recommend eliminating a lot of the starting funds by
making most properties neutral. If you only start with 2 bases and an income of 4 or 5k,
things would be balanced with a simple infantry counter. Otherwise things get more
complicated and less balanced. But, it is your map so if you choose, a creative FTA
counter like a t copter might be what you want.

Sorry for the long comment, I hope it helps! Happy mapping :)
Nyvelion (01/08/2014 08:48am):
Swazland, more like Swastikaland.



Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.