Well I've mentioned this on numerous forums, and I can assure you now this post is not going to be very informative. But I guess I'll post it anyway.
On many discussion boards I have proposed the idea of Nintendo bringing Advance Wars to the Wii. This would serve three major purposes 1) Bringing Advance Wars to multi-systems would popularize it, as it is not very popular at the moment 2) With Advance Wars on the Wii you have more interface and online options, as well as more available features and 3) I think bringing Advance Wars to the Wii would give players some variety as to their style of play, for example I know avid console gamers to do not like handheld gaming.
You may be thinking, OK so why are you telling us you mentioned this on discussion boards, and well a I don't know and b I haven't made a post in two weeks and that's a sin right there. Let's discuss the controls.
Wii Remote: The player has an in-game cursor that can be controlled by moving and pointing the Wii Remote, press A to select a unit/base or B to de-select. + Can be Pause, 1 can check a units range, and holding C while moving around the map will ghost the units to allow view of the map without them and faster scrolling. The cursor can also be controlled by moving the toggle on the Nunchuk in the designated direction. All in all I don't see a flaw with this, and it wouldn't be that hard to market or develop seeing as all Nintendo and Intelligent Systems have to do is slap DoR onto the Wii, I don't know the procedure but it shouldn't be that hard right?
We could even call the game Advance Wars: Wii or AW:W. If there was a second AW game to come out for the Wii I think we could call it Advance Wars: W(II). We could also add old features to the game such as the War Room and the hard campaign. Possible edit some of the sprites and battle animations to match the Wii's level and put some contrast between the DS version as well.
We could also have 4 player and 8 player random Wi-Fi battles as well as a friend roster and a detailed ranking system according to player points which I think should work like this:
For every unit a player kills they get a player point, for every unit they lose they lose a player point. A player would start with 1,000 player points, anybody with PP's above that is obviously above average and below is below average. It works almost like a ladder rating system (were have I seen one of those).
Any units that attack and destroy within the CO Zone would earn the player 2 PP and if the CO destroys a unit they would gain 3 PP. That's just my idea, considering the current ranking system is determined by the amount of ribbons a player has which can be easily earned by terrible and amazing players, so I don't think they accurately depict a player's skill level.
Am I crazy, or is this a good idea? Please send your thoughts to me at keithteeple@gmail.com!
Monday, February 16, 2009
Sunday, February 1, 2009
Lore: Flank Attack
So, this is the writing piece to the first level of my custom campaign that you can find at www.advancewarsnet.com. Here goes:
01: Flank Attack
Will sat his quarter at Wolves HQ. After their confrontation with Caulder, the Earth had been making a speedy recovery. Things were still not the same. The entire surface was divided into regions: A-Zone meant habitable or able to sustain life with minimal threat, B-Zone which was were most of the population lived, not quite as clean as an A-Zone but almost, then there was the C-Zones which people were not advised to enter. Any military personnel who went in, and out often were not the same, or didn’t come out at all. They had to be heavily sterilized and all their equipment destroyed upon entry of an A or B-Zone. C-Zones could not sustain life for a simple reason: a heavy concentration of radiation from the meteors that had hit Earth just years ago.
A Wolf suddenly barged into Will’s quarter. “Sir! Non responsive units have been spotted just southeast of our position,” said the soldier quite frantically. There had been no hostile contact for two years.
“Soldier, what confirmation do we have,” asked Will. The soldier explained a radar more detailed then Will needed to hear, but he was right. There were definitely two units, apparently tanks with a nearby HQ just out of the Wolves HQ. “Have we tried radio contact,” asked WIll again.
“No sir, they’re not responding to anything, we also deployed warning flares.” Warning flares were a canister that sprayed purple gas upon impact to ward away hostile, or curious on comers to stay away because this was a military area.
“Do we have any units ready for combat in the armory,” asked Will.
The soldier nodded “Yes sir, I’ll get them ready sir.” An unmanned UAV confirmed the thoughts that there were two hostile tanks nearby, there was also a confirmed siting on an HQ not too far away either. The only combat ready units in the armory were a recon unit and a mech unit with a rig. Will took command, and joined linked to the soldiers’ public radio channel.
“Alright guys, we’re outgunned by these tanks, they’ll shred through that recon and the rig in not too long at all, so it’s a matter of storming their HQ. Bravo squad, you’re to board the rig with Gamma and head for the HQ. Echo squad, shield them from tank fire. The outer armor on the recon should shield you for a few shots, but if not try to ditch in the nearby mountains. I’m sorry soldiers we’re low on rations so you’ll have to conserve fuel if possible. Use the mountains near their HQ as well to shield you from the tanks.”
Within minutes the battle was under way, Bravo and Gamma headed through the woods and got within a click of the HQ un-noticed. Echo was not far behind them. Upon their exit of the forest the hostile tanks caught sight of the convoy and headed for them. The squads got ready to be hammered, but then heard the distinct ting of bullets off metal.
Will’s radio channel cracked indicating someone was trying to link him. His HUD showed it was Echo squad. He accepted the link and listened “Sir, I think the hostile tank’s main cannons are offline. They’re firing at us with their secondary machine guns. We’re five-hundred meters from their HQ now and we’re going to ditch in four-hundred.”
“Good job, link me when you’ve entered the HQ.” Will signed off the channel and examined the confrontation from the UAV. In another five minutes Bravo, Gamma and Echo had out maneuvered the tanks, and Bravo squad had breached the enemy HQ. Will’s radio channel cracked again, and he accepted. “Sir, we’re in the HQ and there’s no resistance! None! I think we’re in the main room or something of that sort, there’s no personnel looks like they’ve ditched. We’ve confiscated some papers and are returning to HQ. No losses today sir, complete success!”
Without saying anything Will signed off. Five minutes later the soldiers returned, were debriefed, and WIll examined the plans. They explained a missile that held a tonne of liquid, called Hydroporium. This was something worth a look at. Suddenly WIll’s radio crackled from an unknown contact “This is not the last you will hear from us,” said an agitated Russian accent. Until now no one had even considered who the CO might be. The world would be plunged into a new apocalypse. Something that was deliberate.
01: Flank Attack
Will sat his quarter at Wolves HQ. After their confrontation with Caulder, the Earth had been making a speedy recovery. Things were still not the same. The entire surface was divided into regions: A-Zone meant habitable or able to sustain life with minimal threat, B-Zone which was were most of the population lived, not quite as clean as an A-Zone but almost, then there was the C-Zones which people were not advised to enter. Any military personnel who went in, and out often were not the same, or didn’t come out at all. They had to be heavily sterilized and all their equipment destroyed upon entry of an A or B-Zone. C-Zones could not sustain life for a simple reason: a heavy concentration of radiation from the meteors that had hit Earth just years ago.
A Wolf suddenly barged into Will’s quarter. “Sir! Non responsive units have been spotted just southeast of our position,” said the soldier quite frantically. There had been no hostile contact for two years.
“Soldier, what confirmation do we have,” asked Will. The soldier explained a radar more detailed then Will needed to hear, but he was right. There were definitely two units, apparently tanks with a nearby HQ just out of the Wolves HQ. “Have we tried radio contact,” asked WIll again.
“No sir, they’re not responding to anything, we also deployed warning flares.” Warning flares were a canister that sprayed purple gas upon impact to ward away hostile, or curious on comers to stay away because this was a military area.
“Do we have any units ready for combat in the armory,” asked Will.
The soldier nodded “Yes sir, I’ll get them ready sir.” An unmanned UAV confirmed the thoughts that there were two hostile tanks nearby, there was also a confirmed siting on an HQ not too far away either. The only combat ready units in the armory were a recon unit and a mech unit with a rig. Will took command, and joined linked to the soldiers’ public radio channel.
“Alright guys, we’re outgunned by these tanks, they’ll shred through that recon and the rig in not too long at all, so it’s a matter of storming their HQ. Bravo squad, you’re to board the rig with Gamma and head for the HQ. Echo squad, shield them from tank fire. The outer armor on the recon should shield you for a few shots, but if not try to ditch in the nearby mountains. I’m sorry soldiers we’re low on rations so you’ll have to conserve fuel if possible. Use the mountains near their HQ as well to shield you from the tanks.”
Within minutes the battle was under way, Bravo and Gamma headed through the woods and got within a click of the HQ un-noticed. Echo was not far behind them. Upon their exit of the forest the hostile tanks caught sight of the convoy and headed for them. The squads got ready to be hammered, but then heard the distinct ting of bullets off metal.
Will’s radio channel cracked indicating someone was trying to link him. His HUD showed it was Echo squad. He accepted the link and listened “Sir, I think the hostile tank’s main cannons are offline. They’re firing at us with their secondary machine guns. We’re five-hundred meters from their HQ now and we’re going to ditch in four-hundred.”
“Good job, link me when you’ve entered the HQ.” Will signed off the channel and examined the confrontation from the UAV. In another five minutes Bravo, Gamma and Echo had out maneuvered the tanks, and Bravo squad had breached the enemy HQ. Will’s radio channel cracked again, and he accepted. “Sir, we’re in the HQ and there’s no resistance! None! I think we’re in the main room or something of that sort, there’s no personnel looks like they’ve ditched. We’ve confiscated some papers and are returning to HQ. No losses today sir, complete success!”
Without saying anything Will signed off. Five minutes later the soldiers returned, were debriefed, and WIll examined the plans. They explained a missile that held a tonne of liquid, called Hydroporium. This was something worth a look at. Suddenly WIll’s radio crackled from an unknown contact “This is not the last you will hear from us,” said an agitated Russian accent. Until now no one had even considered who the CO might be. The world would be plunged into a new apocalypse. Something that was deliberate.
Sunday, January 25, 2009
Strategy: Rocketlocking
My sincere thanks go to GipFace from AWN for teaching me this tactic. I think I'll just re-summarize and put it into writing.
Rocketlocking is a technique used to prevent your opponent from gaining territories/key points on the map, by pinning them with rocket units. The most brief example I can give is positioning your rockets near several cities, ensuring they are in range. Any units that try to enter the cities to capture them will be destroyed by your rocket, it's that simple. This strategy proves useful in randon online matches are games have a set amount of time and when the time runs out the player with the most properties wins the game, and with an effective rocket lock, you can prevent them from gaining properties.
So how do we do it? It's not very hard, and it doesn't involve saving funds either. Assume we're playing an online, random match with no fog. Your player one (this strategy often involves FTA), you build a couple infantry or bike units and set off to capture your properties. Your opponent does likewise and soon your into day 4 or 5 of the game with a decent income.
You each have around the same amount of properties, but there is still a neutral cluster of cities on the map. You have 18,000 funds, enough to build a rocket with some left over. Perfect. Build your rocket in the factory closest to the neutral factories and on your next turn move it in range of the cities.
Most opponents will know what you're trying to do, and will not rush in with a single infantry mech or bike unit. They will try to counter this strategy with what I call the Rocket Lock Rush (RLR). Since a single unit can only attack one unit a turn, your opponent can send 2 or 3 infantry into those neutral cities, allowing time for your rocket to only attack and eliminate 1 infantry, allowing your opponent the capture of two bases before your rocket can successfully eliminate all the infantry.
So make sure you don't just leave a rocket sitting there, so once it's in place make sure you have infantry to quickly rush in and capture the cities under the protection of your rocket.
Short post and the second today, but that's a simple strategy which involves pin-point tactics, and can give you the edge in almost any game.
For a video from the #1 ranked DoR player in the world on rocketlocking, check this out: http://ca.youtube.com/watch?v=idnnQmSPT9o.
Rocketlocking is a technique used to prevent your opponent from gaining territories/key points on the map, by pinning them with rocket units. The most brief example I can give is positioning your rockets near several cities, ensuring they are in range. Any units that try to enter the cities to capture them will be destroyed by your rocket, it's that simple. This strategy proves useful in randon online matches are games have a set amount of time and when the time runs out the player with the most properties wins the game, and with an effective rocket lock, you can prevent them from gaining properties.
So how do we do it? It's not very hard, and it doesn't involve saving funds either. Assume we're playing an online, random match with no fog. Your player one (this strategy often involves FTA), you build a couple infantry or bike units and set off to capture your properties. Your opponent does likewise and soon your into day 4 or 5 of the game with a decent income.
You each have around the same amount of properties, but there is still a neutral cluster of cities on the map. You have 18,000 funds, enough to build a rocket with some left over. Perfect. Build your rocket in the factory closest to the neutral factories and on your next turn move it in range of the cities.
Most opponents will know what you're trying to do, and will not rush in with a single infantry mech or bike unit. They will try to counter this strategy with what I call the Rocket Lock Rush (RLR). Since a single unit can only attack one unit a turn, your opponent can send 2 or 3 infantry into those neutral cities, allowing time for your rocket to only attack and eliminate 1 infantry, allowing your opponent the capture of two bases before your rocket can successfully eliminate all the infantry.
So make sure you don't just leave a rocket sitting there, so once it's in place make sure you have infantry to quickly rush in and capture the cities under the protection of your rocket.
Short post and the second today, but that's a simple strategy which involves pin-point tactics, and can give you the edge in almost any game.
For a video from the #1 ranked DoR player in the world on rocketlocking, check this out: http://ca.youtube.com/watch?v=idnnQmSPT9o.
I just copied my forum post so some of it may not make sense but here goes.
___
Rules
- No cheats/cheat software/hardware (i.e Action Replay)
- Only DoR, AWBW/any other online versions will not be supported
- Must have your own copy of DoR
- Must be a member of AWN (if you're a guest register NOW)
- Must have a valid friendcode/username
- Once entered you cannot change your DS username until the tournament has ended
- Matches cannot be played on design maps, unless approved (post an image here so we can determine if it's fair)
- Matches will be set up like ladder matches, players must agree on map/rules
- Caulder may not be used, any other CO is fine including no CO
- Don't enter if you have bad internet and can disconnect in the middle of a game
- If you do disconnect however, match will be counted as a win for the other player, unless they agree to a no contest
- May not receive assistance from other players during gameplay (i.e MSN/voicechat)
- Recording games via webcam is encouraged, as recordings can be used to settle disputes
- Games may be broadcasted over the Internet
____
Now I'm not a mod here on the forums so I can't officially announce ANY prizes whatsoever, nor can I create them. But it would be nice with the approval of a moderator/administrator if someone could make a 1st Place, 2nd Place and 3rd Place badge for the participants that can go in the participants signature, also maybe another badge indicating that you are/were a participant in the 09 AWN DoR Tournament. If you have another creative idea for a prize, post here.
If you are interested in entering, please post your username (online display name for AW), your Force and Team as well, which can be accessed from the History Page under Records.
____
Online name: CB09
Friendcode: 064 553 742 236
Force: Ground
Team: War Tank Corps
____
All entries must be submitted by February 1st, 2009.
____
And if you're not a member register at www.advancewarsnet.com
___
Rules
- No cheats/cheat software/hardware (i.e Action Replay)
- Only DoR, AWBW/any other online versions will not be supported
- Must have your own copy of DoR
- Must be a member of AWN (if you're a guest register NOW)
- Must have a valid friendcode/username
- Once entered you cannot change your DS username until the tournament has ended
- Matches cannot be played on design maps, unless approved (post an image here so we can determine if it's fair)
- Matches will be set up like ladder matches, players must agree on map/rules
- Caulder may not be used, any other CO is fine including no CO
- Don't enter if you have bad internet and can disconnect in the middle of a game
- If you do disconnect however, match will be counted as a win for the other player, unless they agree to a no contest
- May not receive assistance from other players during gameplay (i.e MSN/voicechat)
- Recording games via webcam is encouraged, as recordings can be used to settle disputes
- Games may be broadcasted over the Internet
____
Now I'm not a mod here on the forums so I can't officially announce ANY prizes whatsoever, nor can I create them. But it would be nice with the approval of a moderator/administrator if someone could make a 1st Place, 2nd Place and 3rd Place badge for the participants that can go in the participants signature, also maybe another badge indicating that you are/were a participant in the 09 AWN DoR Tournament. If you have another creative idea for a prize, post here.
If you are interested in entering, please post your username (online display name for AW), your Force and Team as well, which can be accessed from the History Page under Records.
____
Online name: CB09
Friendcode: 064 553 742 236
Force: Ground
Team: War Tank Corps
____
All entries must be submitted by February 1st, 2009.
____
And if you're not a member register at www.advancewarsnet.com
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