Creator: MajorGamer136 || First Published: 12/18/2013 || Players: 5 || Size: 35x35
Categories: None
Rating: 0 in 0 ratings
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Comments:
MajorGamer136 (12/18/2013 09:15pm | Edited: 12/18/2013 09:15pm):
The OS was using these islands to secretly fuel their war effort on world domination.
However, four once bitter enemies have made uneasy truce to face this threat. Can they put
a stop on the OSs evil ambitions?

Similar to the original Seven Islands map in that it can be played with or without Fog of War
and I'm unsure on what COs should be banned. However, this map MUST be played as a 4v1
team game with the OS being alone. I hope you enjoy this.
Xmo5 (12/20/2013 11:06am):
Assuming each player captures the properties that would normally belong to them, the funds
would be:


OS- 36k + 2 towers (12k starting)
RF & AB- 22k (10k starting)
JS & PC- 19k (10k starting)

If we add that up, that means OS starts with 12k and 2 towers and will make 36k
eventually. The other team, as a whole, start out making 40k combined and will eventually
make 82k. That's going to leave OS very very weak. They will make less money at their best
than the other team makes when the game starts!

Typically when designing matches like this, you give the two teams very similar "team"
incomes, but give a little extra to the team with more players. The more players on that
team, the more extra funding they should get. Why? 1 40k player vs 4 10k players isn't
even a contest. The 10k players really have to save up to get md tanks, air units, and
naval units. The 1 player can get whatever he wants any given turn. He doesn't necessarily
have to get a carrier/battleship, megatank, or stealth every turn, but he has that option
at any given time. Also, like what I said before, there wouldn't be as big of an issue if
there were 2 20k players instead. They can at least afford better units easier, though
they would still need some help. Often times the amount of funding will depend on the map
and types of units involved, but just in general this is a good way to make a quick check
on whether the match is somewhat balanced.
MajorGamer136 (12/23/2013 01:37pm):
I'll be honest with you; I was confused after reading your comment. Are you saying I need to
give OS more/less props or the or the other team more props. Thanks for your input though.
Xmo5 (01/08/2014 10:10am):
Haha, sorry for the confusion. The idea is that at any given point in the game, Team A and
Team B should have a similar total income. When the game starts, Team A (OS) makes 12k
and Team B (RF, AB, JS & PC) make 40k combined. Later in the game, once the properties are
all captured (assuming they are divided cleanly) Team A will make 36k while Team B will
make 82k. This says that consistently OS is making a fraction of what their enemy is and
they will stand little-to-no chance.

The trick I was explaining above is that, since Team B has their "total" income divided
between 4 players, they would be at a disadvantage if both teams made the same amount of
money. Therefore you should design maps like this in a way that Team B (in this case)
always makes a little bit more than Team A to compensate.

Balancing funds properly can get complicated if you want to get into the details of what
players can afford what units and how early and with what frequency. You should pay
attention to how fast each player expands/captures properties so that the Team income
balance is maintained throughout the game.



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