Creator: observerandhost || First Published: 03/07/2017 || Players: 9 || Size: 40x33
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| Comments: |
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Jackie Milton (12/07/2016 02:36pm):
Cool idea. |
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observerandhost (02/17/2017 03:49am | Edited: 02/19/2017 12:47am):
You must be frequently checking maps with map ID since I didn't publish the map. |
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observerandhost (02/26/2017 05:32am | Edited: 03/09/2017 12:32am):
Reference: http://awbw.amarriner.com/prevmaps.php?maps_id=69419 Thanks Urbani for introducing the idea to AWBW I always want to have a naval map, so here comes this one. --------Change Log-------- 2/26/2017 Complete the initial map 3/7/2017 4 outer missiles are added to encourage the navy. 3/7/2017 Rule Version 0.01 is finished. 3/7/2017 Add some OS cities in the east 3/9/2017 Minor modification on Token--'Piperunner Guard' --------General Set Up-------- FOW=on CO BAN=5 ban+mass damage CO+Sonja(Kanbei, Sensei, Hachi, Colin, Grit, Olaf, Drake, Hawke, Sturm, Von Bolt, Rachel, Kindle, Sonja) Weather=Clear Lab unit=none Banned unit=Stealth, Bomber, Fighter, Rocket, BBomb (Whether bombers and fighters should be banned remains to be discussed) OS is the game moderator(mod) rather than the player. OS must choose Javier. OS moves units according to specific rules. OS has 10 towers and you can not even leave a scratch on his units. The game is set to be FFA. However, with the prensence of roles(See Role) there will be alliances in real game play. If anyone has their win condition fulfilled, Mod will alert the rest of the players through broadcast to set draw and will eliminate all losers through means of HQ capturing. --------Map-------- HQ capping If a player lost the OS city on the island, actively break the rules or someone else fulfill their victory condition, OS will capture the HQ. Do not damage those HQ capturing infs actively. East APC Area On day5 and every 5 days afterward OS will anounce the winner of APC lottery through broadcast. To play the game, just move your APC into one of the forests(left, middle, right). The players in the row of forests with the least number of APCs are the winners. Extra prize will be given to the sole winner. Prizes are up to the Mod's discretion (I suggest tokens in the early game and abilities or helpers later on.) East phantom area On day1 OS will choose a player to be the phantom anonymously and delete the megatank on his factory. The player has access to the resources and the extra tower. The phantom has the vision of East Resources Area as an advantage. East Resource Area You start with 4 cities and a tower in this region. By spending tokens you can deny others' access to the resources here. If a player chooses Javier, OS will capture all his cities here one by one as a way to balance his CO advantage. Main Map: The map will normally start out as a eight-way free for all with the final goal of each player being to complete their roles victory condition. Players are encouraged to form diplomatic groups as they try to complete their role's victory condition. Players are allowed to interact with OS units however they would like. However, OS must follow specific rules listed here. The central area is a copter-free area. Mod will attempt to shot down any player's air units within the range of mod missiles and carrier. The unit closer to the centre will be shot down first. Then the order goes from left to right, from top to bottom. --------Tokens-------- Every player starts with 0 token and tokens can be gained in 4 ways. 1 Sitting on OS lab in the corner and the empty OS port. 2 APC lottery 3 Role Ability 4 Donation from other players At any time, you may private press message the mod and choose to donate any number of tokens you have to another player. Possible uses include diplomacy or throwing other players off your trail by randomly changing your token count. You may choose to donate anonymously or allow the mod to include your country. Mod will press message you when your token count changes. Mod labs and ports On day 10 and every 5 days afterward, any player with a unit on top of a mod lab and port will receive a token. You may capture mod labs however this will prevent the mod from seeing who is on top of them and therefore turning off their ability to give players tokens. Tokens will be recorded by the mod and will be sent to you in a private press message. Token Purchases: 1 token-Anonymous Broadcast- Press mod what you want to send and mod will send an anonymous broadcast 1 token-East Resource Denial- Select a player and mod will capture one of his properties in the East Resource Area. A player may receive multiple denials in the same time, but the mod will capture cities with only 1 inf one by one. You will not be refunded if your target has no properties to be captured. The tower will be captured at the sixth denial. In brief, 4 denials to deal with all 4 cities, and another 2 will deny the tower. 3 tokens-Central Missiles Vision- Mod will send you a picture of missiles' vision in the centre. It was sent in a link and you may choose to share the link with others. 3 tokens-Mod lab info- Mod will send you the detailed information of units on mod labs and ports. 3 tokens- Purchase Log- Mod will send you the Mod unit purchase Log before you bought this service. 3 tokens- Pierce the Armor! -- Select a player and mod will delete the target player's APC on the HQ city. 5 tokens- Piperunner Guard- Choose a target player and mod will build a piperunner in that corner factory. It will remain there in the next 5 days, attacking units of that player. If multiple requests are made in the same corner, the piperunner will be forced to move aside and a new piperunner will be built. A piperunner guard will always be deleted after it was active for 5 days. Mod Helper Unit- Message the Mod a country. Mod produces and sends the unit towards that country's port and only attacks that country's units. You may choose to target yourself. The unit will be active for 5 days before getting deleted. Mod will attempt to clear player's units adjacent to those subs when a mod unit should leave the spawning point. 3 tokens-Mod sub 3 tokens-Mod Crusier 6 tokens-Mod Bcopter 7 toekns-Mod Bship 7 tokens-Mod Carrier Mod helper units will be produced at the facility closest to their target. Mod Helper units AI: Mod helper units will move towards the original start location of the target country until they die. (the starting port) They will not attempt to refuel or repair and will attempt to attack the unit with the highest cost within Mod's vision. This applies to the piperunner guard as well. --------Roles-------- Roles are given to players at the beginning of the game, roles are random and are up to the mod's discretion to allow the correction of handicaps and to give each individual player a specialty. The phantom will always receive the phantom role (but may choose to bluff their ability to try to fool other players into thinking they are not the phantom.) Roles are private press messages on the mod's day one. Roles are formatted as the following: (Examples Below) *These examples include theoretical abilities, these are not the only possible roles and abilities are not locked based on what alliance your role is.* Alliance: Evil (Phantom) Win Condition: All players with the "Good" alliance are defeated. Abilities: On day five, and every five turns afterwords, you may attempt to steal 1 to 6 tokens (at random) from another target country. Alliance: Neutral Win Condition: Survive long enough to see another player meet their win condition. Abilities: You will be warned whenever a player sends a mod helper unit after you. (This will be a private press message including unit type and country who is sending it.) Alliance: Good Win Condition: All players with the "Evil" alliance are defeated. Abilities: You have knowledge of all players token count. (This will be private press messaged to you at the start of each of the mod's turns.) Alliance: Good Win Condition: All players with the "Evil" alliance are defeated. Abilities: You start the game with one token. Defeating Players: A player is considered defeated when one of the following conditions is met. 1) The mod city that is located by that players starting areas is captured. Note: The APC on the city is used to prevent rushes. It can be dealt with by spending tokens. (See TOKENS--Token Purchase--Pierce the Armor!) 2) An effect or ability of another player causes that player to be defeated. 3) That player leaves the game, resigns, or is booted by the system. When a player is defeated, they will have two turns to say goodbye as the mod captures their headquarters. I copy most part of the rules from Urbani, with some modifications to fit the map. Comment for any questions you have! |
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observerandhost (03/07/2017 01:24am):
Bcopters are still superior to navies according to many, so I add 4 more missiles, aiming to limit the copters to the corners. We shall see how it goes. |
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ichbinsehselber (03/07/2017 09:05am | Edited: 03/07/2017 09:09am):
Nice Map! Well done FTA counter and very good general map design. Other discussions: 1.) players can potentially rocket-lock HQs. Since OS is Javier 4T this results in 0 damage. So no problem here. As black bombs are banned this can also not be modified. The only bad option would be multiple attacks on the the infantry as it is built on the base. OS can even counter this by building the infantry in time and moving on an HQ making it impervious to rockets. 2.) Sea vs Air: I agree that copters are the most cost effective units usually. I would vote / advise against banning fighters and bombers. Why? Because I like the balancing and variation in AWBW. More units means more variation in play, more options and fun. You put some missiles in the center and I think this is a good idea. And with these the sea forces already have some sort of bonus. 3.) what are the CI infantries for? If they serve no purpose they should be deleted (they would only confuse newbies) 4.) I like the OS city simiulating the player HQ. This HQ is very hard to conquer for other players but there is a clear way to defeat someone. |
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observerandhost (03/08/2017 08:37am):
Reply You should know that OS has 10 towers. That is the reason why you have piperunners and mod helper units only in a limited time. (5 days) CI infantries serve as ghost units. They aim to block possible access of land units to the side arena, making the side arena a battlefield of air and infs, in which case makes the missiles more useful. Also rockets are currently on the ban list, which remains to be discussed. |
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observerandhost (03/12/2017 02:52am | Edited: 08/25/2017 06:45am):
Log_Plan to change: 1 Assymetric Issues in the bottom 2 centre islands fixed |
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