Creator: mirddes || First Published: 10/18/2013 || Players: 4 || Size: 20x20
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| Comments: |
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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. |
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mirddes (10/19/2013 09:53pm):
@the-deadly-shadow your suggestions are very good. what does FTA mean? |
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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 |
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mirddes (10/20/2013 09:01pm):
after the 3 current games conclude i will make the suggested changes. they make complete logical sense. |
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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 :) |
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Nyvelion (01/08/2014 08:48am):
Swazland, more like Swastikaland. |
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