Creator: Scurge || First Published: 07/09/2016 || Players: 8 || Size: 21x40
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| Comments: |
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Scurge (07/09/2016 07:33am):
Ever wondered where the missiles of Rachael's SCOP come from? Well, now you know! XD In the war on Black Hole only around half of them got used, and OS signed a treaty of sorts with the other countries of the Allied Nations after the war was over that gave them all limited access to the stockpile in Omega Land as well. This map was made with two things in mind: FFA Multiplay (and the chaos that often comes with it); and how on the DS you could get 'Dual Battles', if I'm remembering correctly, so this map has that - these two areas are meant to be in completely different places to each other (hence the distance between them; only a Grit rocket and only with his COP or SCOP active can reach anything in the bottom area, just make sure to ban Piperunners! XD) - with the bottom eventually affecting how the battles at the top go (to amplify the aforementioned chaos! >=D) At the top, FTA was going to be countered by the countries that go earlier being in slightly more perilous (edges tend to be less defensible than corners) positions, but once I added stuff in the middle I decided to also give the other countries an inf unit to start with. As for the pre-owned cities they also start with? Well, that's more to do with the bottom area... At the bottom FTA I first countered with an extra pipe seam for the earlier-moved countries to break (shouldn't make too much difference as - once each country's first seam is broken, arties can REALLY speed along the process), but with the abysmal damage most directs manage against pipe seams I thought they might as well have a bit of a head-start to counter having one more seam to break, so they each get a starting mech. The pre-owned city each of the later-moving countries gets is so that they don't get left too far behind( unless they chose to focus their funds in the top 'half' =P); they have a little extra so they can each build a mech down there on turn one or two. As always, though, a play-test should reveal where I've made mistakes in such regards, and how bit those mistakes are. Once a game or two have revealed where and who has too much delaying access to the missiles I can re-balance accordingly. Same goes for the top in more usual FTA/STA situations, but that'd be the same for any many-player(ed) FFA map. |
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Scurge (07/09/2016 07:36am):
Oh, and as for the labs, they are in there to make the centre more than fighting for extra income. Units that could be good for them might be rockets (despite the distance between the two 'halves'), Neo-/Mega-Tanks, or perhaps even Piperunners! XD |
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liandry (07/09/2016 09:16am):
It's weird how getting defeated in the top front ends the game for you; swap the top and bottom mate. Also, the thing with central properties (here, these are the neutral bases and labs, referring to exactly midway between countries here) is that the guys with the FTA counter will actually get them instead. Since not everyone has a neutral base, RIP those who cannot get one. People hate loaded silos a lot, methinks; they make Sami more OP than usual, and it makes the game equally annoying to everyone. I'd put labs and towers there instead. |
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Scurge (07/21/2016 10:58am):
Oh yeah! O.O I haven't played Dual Strike in so long I forgot the top front was the secondary one! ^^; Would it help if I moved the starting inf to the base further away from the neutral properties? O.o Sorry, I'm not too great at FTA countering yet.. Aye, I think replacing them with towers and labs would be a good idea :-) I may then have to think of a new name & description for the map! XD |
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liandry (07/22/2016 03:08am):
Maybe give everyone a neutral base? |
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liandry (07/22/2016 03:09am | Edited: 07/22/2016 03:10am):
Also, maybe add airports to the secondary front. |
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Scurge (04/25/2017 06:01pm):
Whilst I may yet revisit this map in editing, it's currently being replaced by the (hopefully! :/ ^^; XD) more playable http://awbw.amarriner.com/prevmaps.php?maps_id=70908 |
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