Creator: Ghost Runner || First Published: 08/26/2014 || Players: 6 || Size: 25x30








































































Categories: None | ||
|
For design map discussion or to get suggestions from other users, visit the AWBW Discord Chat! |
Comments: |
Ghost Runner (08/26/2014 10:49pm | Edited: 08/26/2014 10:50pm):
Map is meant to be played as a 3v3 FOW map. It is still in progress though as I figure out all the tweeks and things I need to do. Constructive comments are appreciated. |
YourBestFriend (08/26/2014 10:53pm | Edited: 08/26/2014 10:58pm):
Way to many missiles in the middle. Mainly cause I hate missiles, but also cause that's six right there which someone could just win if they had. Also enough comm towers to make Javier over OP. Perhaps move the corner islands closer by a diagonal square? All in all: I would play on this map |
AFKfountain (08/26/2014 10:59pm):
I would say give the corners of the map more value than a one-time use area. Maybe put a port or cities. |
Ghost Runner (08/26/2014 11:09pm):
Comm towers are more important to all COs now because of FOW. Also missile silos counter any OP Javier bonus because they are true damage. You have to choose what you want to prioritize. |
Xmo5 (08/27/2014 09:23am):
I hate to tell you, but 6 silos is not a great way to "counter" Javier. Also, I agree that the towers could be too much. If Javier's team lets him capture their 3 towers while another player rushes the silos, they could have a good shot at getting the silos and Javier would end up with a 130/130 d2d (150 defense vs indirects), a 160/160 COP (200 defense vs indirects), and a 190/190 SCOP (250 defense vs indirects). This is all on 0 star terrain, by the way. For every HP point a unit has, the terrain boosts a units defense by 1% per star meaning a 10 HP unit gets + 10% per terrain star (and 9 HP gets +9% etc.) Also, a defense value of 200 (which is +100%) makes the defending unit invincible because it means that the attack power is reduced by 100%. Therefore, 3 tower Javier means he is nearly invincible to indirects on good terrain d2d, is completely incincible to indirects on all terrain and all units on 4 star terrain when on his COP, and completely invincible to all damage when on 1 star terrain or higher on his SCOP. Did I mention there was no drawback here? Now, moving on the the silos. Do you understand that if one team is able to get the 6 silos in the middle, they could arguably do more harm than a Hawke SCOP? Including the 2 silos in the back, they have enough to cover 104 tiles with 3HP damage? That's over half of the enemy land territory and I'm sure they could send a few recons to scout where the biggest concentrations of units are. Even if you only hit units with half of the blast area, you'd still do over 150 HP (or 15 whole units) worth of damage- for free. The moral of the story here is that Javier is a terrible idea on this map and he should be either banned from every game played on it or you should remove some towers. (I recommend removing 1-2 towers per side and also banning Javier) In addition, silos are rarely a good idea because of the imbalance (and sometimes luck) that factors into it. Giving 2 remote silos per team isn't too bad and might add some flavor, but the 6 silos in the middle scream "Get to me first and you win the game!!" which makes it less fun for everyone. The losing team just sits there and watches their army get bombed and their weakened defenses torn through with ease while the winning team has to tediously go through and destroy all the units of the opposing players despite the fact that they would clearly have the upper hand. Its sort of like having 2 medieval armies lined up on a field, ready to fight and the first one to get to the middle of the field gets a tank. There won't really be any fighting until someone gets the tank, but once someone gets the tank, there's no point in fighting anymore because the battle is already over. |
Ghost Runner (08/27/2014 08:28pm):
That is one big wall of text. Cards on the table that I put the silos in for the sole purpose of making my brother angry. While I agree with pretty much everything you said, I will defend the imbalance of silos by saying that they only destroy 3HP of a unit and in order to rush to them, you'd only have access to one per turn. But yeah, I'll probably take a lot of them out and put something better to fight over in the middle. And I double agree with Javier. If there was a setting where I could just prohibit copy COs on a map, I would have it for this map. |
Advance Wars is (c) 1990-2001 Nintendo and (c) 2001 Intelligent Systems. All images are copyright their respective owners.