Mod idea based on a fun GBA game.
Posted: 18 Jul 2009, 01:55
Anyone ever play any games in the Advance Wars series?
It was made by Intelligent Systems (the guys who make Fire Emblem games). I was thinking of making a mod with some ideas from the main Advance Wars series (Advance Wars + Advance Wars 2, for GBA, and Advance Wars: Dual Strike for DS. The newest in the AW series, Advance Wars: Days of Ruin for DS, follows a new story line, and has some changes in the ruleset)
Anyway what I was thinking is, that instead of having ARM/CORE style Factions, you have CO's.
In Advance Wars, each CO has unique strengths, weaknesses, and a special power that builds up called the CO power (the CO power is a meter that builds up as you take/give damage, with the former building it the fastest, and when it fills up, you can activate a special ability that lasts for a short duration)
Take Max (using the first AW rules). He had buffed "Direct Combat", which would be shorter range units (in this case, raider/assault units), but indirect units (in this case, skirmishers/artillery) were weaker.
Finally, he had a CO power, Max Strike, which buffed the attack power of direct units a bit more for one turn (meaning that a realtime CO power would just last a short duration).
Other CO's that would work in this type of mod were
Grit: Weak direct units, Strong indirect, Power gave a slight boost to indirect unit attack range.
Eagle: Weak navy, strong air force, power allowed non-infantry to move a second time (in this case, we could make them just move a bit faster)
Drake: Opposite of Eagle, power did a small bit of damage to all enemy units.
Sonja: Increased vision range in Fog of War (in this case, it would just boost sight range), power boosted vision range even more
Kanbei: Strong units, but they cost more (so we could give those units a higher resource cost + slightly higher build time). Power boosted attack and defense slightly.
The possibilities for a Spring mod are pretty much endless.
For a recap:
Factions are COs, which all have the same units, but they have variations for each CO, which makes for a bit of interesting gameplay.
CO Power meter builds up for taking damage, and also for giving out damage (giving out damage builds it slower). Powers last for short durations, and each CO has a unique power.
For more information on CO's and their unique abilities, refer to this FAQ on CO's in AW:DS (ignore CO Affinity/Tag Powers, and Super CO powers, as those overcomplicate things, also for CO's and moves that have two names, denoted by a /, the names before the slash are rough translations from the Japanese version or European version translations that suck.)
Thoughts?
It was made by Intelligent Systems (the guys who make Fire Emblem games). I was thinking of making a mod with some ideas from the main Advance Wars series (Advance Wars + Advance Wars 2, for GBA, and Advance Wars: Dual Strike for DS. The newest in the AW series, Advance Wars: Days of Ruin for DS, follows a new story line, and has some changes in the ruleset)
Anyway what I was thinking is, that instead of having ARM/CORE style Factions, you have CO's.
In Advance Wars, each CO has unique strengths, weaknesses, and a special power that builds up called the CO power (the CO power is a meter that builds up as you take/give damage, with the former building it the fastest, and when it fills up, you can activate a special ability that lasts for a short duration)
Take Max (using the first AW rules). He had buffed "Direct Combat", which would be shorter range units (in this case, raider/assault units), but indirect units (in this case, skirmishers/artillery) were weaker.
Finally, he had a CO power, Max Strike, which buffed the attack power of direct units a bit more for one turn (meaning that a realtime CO power would just last a short duration).
Other CO's that would work in this type of mod were
Grit: Weak direct units, Strong indirect, Power gave a slight boost to indirect unit attack range.
Eagle: Weak navy, strong air force, power allowed non-infantry to move a second time (in this case, we could make them just move a bit faster)
Drake: Opposite of Eagle, power did a small bit of damage to all enemy units.
Sonja: Increased vision range in Fog of War (in this case, it would just boost sight range), power boosted vision range even more
Kanbei: Strong units, but they cost more (so we could give those units a higher resource cost + slightly higher build time). Power boosted attack and defense slightly.
The possibilities for a Spring mod are pretty much endless.
For a recap:
Factions are COs, which all have the same units, but they have variations for each CO, which makes for a bit of interesting gameplay.
CO Power meter builds up for taking damage, and also for giving out damage (giving out damage builds it slower). Powers last for short durations, and each CO has a unique power.
For more information on CO's and their unique abilities, refer to this FAQ on CO's in AW:DS (ignore CO Affinity/Tag Powers, and Super CO powers, as those overcomplicate things, also for CO's and moves that have two names, denoted by a /, the names before the slash are rough translations from the Japanese version or European version translations that suck.)
Thoughts?