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Differences with AWBW game
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Differences with AWBW game
First topic message reminder :
---------------------------
EDIT-- just found Old Forum Topic with same title!
Differences between AWBW and AWDS by GIPFace
http://www.amarriner.com/awbw_forum/viewtopic.php?f=11&t=13838
nice heated debate!
-------------------------------------------------
Blanci wrote:
However at awbw i d think grit is broken on nearly all maps ive seen. Please explain what is different in your other version of AW to make grit less effective.
Mara Saragon reply
If by "other version" you mean AWDS, that's a topic I'll happily discuss. (..)
I will state briefly that the biggest difference by far is the charging system. It's not merely "faster," that's just a lazy shorthand I use a lot. In the older games, CO Power charging was based on funds, and the funds of damaged units fed that bar. (I.e. Infantry feed 1000g to the bar, Tanks 7000g, etc.) In AWDS, each power star is instead worth 100 "points" to begin with, increasing by +20% with each use until reaching +280% on the 9th use; on the 10th use, it resets to +100 for the rest of the session. Each unit has a set points value in this charging system. Several units share points values: Recons, Tanks, AAs, Arties, T-Copters, and B-Boats all are worth 100 points, which is to say they are worth the exact same to your power bar when killed. This completely changes the rules of cost-effectiveness. In the latter case, 6 dead Recons will charge Andy's SCOP the same as 6 dead Tanks. It makes no sense, therefore, to tech up past Recons until you have a few mixed in with Infantry to charge your bar.
This ties into production slots, maximizing how many units your SCOP affects, etc
---------------------------
EDIT-- just found Old Forum Topic with same title!
Differences between AWBW and AWDS by GIPFace
http://www.amarriner.com/awbw_forum/viewtopic.php?f=11&t=13838
nice heated debate!
-------------------------------------------------
Blanci wrote:
However at awbw i d think grit is broken on nearly all maps ive seen. Please explain what is different in your other version of AW to make grit less effective.
Mara Saragon reply
If by "other version" you mean AWDS, that's a topic I'll happily discuss. (..)
I will state briefly that the biggest difference by far is the charging system. It's not merely "faster," that's just a lazy shorthand I use a lot. In the older games, CO Power charging was based on funds, and the funds of damaged units fed that bar. (I.e. Infantry feed 1000g to the bar, Tanks 7000g, etc.) In AWDS, each power star is instead worth 100 "points" to begin with, increasing by +20% with each use until reaching +280% on the 9th use; on the 10th use, it resets to +100 for the rest of the session. Each unit has a set points value in this charging system. Several units share points values: Recons, Tanks, AAs, Arties, T-Copters, and B-Boats all are worth 100 points, which is to say they are worth the exact same to your power bar when killed. This completely changes the rules of cost-effectiveness. In the latter case, 6 dead Recons will charge Andy's SCOP the same as 6 dead Tanks. It makes no sense, therefore, to tech up past Recons until you have a few mixed in with Infantry to charge your bar.
This ties into production slots, maximizing how many units your SCOP affects, etc
Last edited by Blanci on Sat Oct 11, 2014 10:37 pm; edited 2 times in total
Blanci- Recon
- Posts : 156
Reputation : 35
Join date : 2014-04-17
Re: Differences with AWBW game
New theether challenge test game, grit v Max in public... Any fair experienced player welcome to join test game preferably as Max ( as per theethers challenge above).
The previous test game turned out to be grit v hachi.. But it never got far maybe due to opponent not liking random weather.
Personally i think fog and random weather is the most realistic game mode and is more challenging and rewards good strategy (both solid or daring) above brute force calculation.
EDIT... i suppose a test game neednt have random weather , but weather change can be anticipated, and could be regarded as the norm by some.
..... i suppose the present most common conditions of no weather does need testing first.
However fog is very common choice in friendlies and is used in tourneys sometimes.
We need test with and without.
The previous test game turned out to be grit v hachi.. But it never got far maybe due to opponent not liking random weather.
Personally i think fog and random weather is the most realistic game mode and is more challenging and rewards good strategy (both solid or daring) above brute force calculation.
EDIT... i suppose a test game neednt have random weather , but weather change can be anticipated, and could be regarded as the norm by some.
..... i suppose the present most common conditions of no weather does need testing first.
However fog is very common choice in friendlies and is used in tourneys sometimes.
We need test with and without.
Last edited by Blanci on Thu Jun 25, 2015 6:33 am; edited 1 time in total (Reason for editing : clarification)
Blanci- Recon
- Posts : 156
Reputation : 35
Join date : 2014-04-17
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