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Advance Wars by Web Games

FFA.

I'm not very experienced with AWBW: do we roll for turn order? And how do we establish turn order during game setup anyway?
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If turn rolling is not needed, the game is titled 'RB FFA2' under Private Games, password 'testing'.
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Turn order is determined by which nation you picked when you joined (changing your color doesn't affect this). This is the precise turn order.

So for this game the order would be Orange Star->Blue Moon->Green Earth->Yellow Comet. We could roll for who gets what country, but ideally the FTA counters on the map mean that no country is better than any other.
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Advance Wars by Web? Wow that place is still around! And still working!

I remember playing it all the time back in '06/'07. It's scary to realize that was a decade ago. That was at the height of my competitive spirit, and I remember analyzing the hell out of my matches, executing the perfect moves day after day. And I remember fighting people who were better than I was! AWBW was the first place I met my match in strategy games. I have many fond memories of playing games there. I would sometimes play Civ4 when waiting for my opponents to make their moves.

It was however also the place where I found my limits, found that I wasn't actually willing to give my all for victory. I stressed myself out trying to find the path to victory from difficult situations, and I have never again been able to taste sweet satisfaction of crushing my foes through superior intellect. These days I seek my fun in trying to make sure that fun is had by all. I still know how to pursue the path of victory, but am no longer willing to pay its price. In my search for challenge, like Icarus I flew too close to the sun.

My memories of AWBW are thus bittersweet, for the joy I had and the youthful ardor I lost. I learned a lot about myself, including my disappointingly low resilience to stress.
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Haha, I imagine it also wasn't worth stressing out over playing optimally in a game where "luck" is a core component of the combat system.
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(May 27th, 2016, 11:05)Bobchillingworth Wrote: Haha, I imagine it also wasn't worth stressing out over playing optimally in a game where "luck" is a core component of the combat system.

I feel like the luck spread is low enough though that you can't worry about it too much. Or look at it this way; luck plays much less a factor in AW battles than it does in Civ4 battles.
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Luck only mattered when it made the difference between your target dying or having 1HP left, which was rare. Good strategy didn't depend on a 50/50 chance of breaking through the enemy lines. The chance of doing +1 damage in certain circumstances isn't hugely problematic. Units never do less damage than stated, so if you just assume the low estimate, then you can plan around that and be fine.
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Agreed that I don't think luck is a huge factor here. I think it's nice because it adds variability and imperfection to the world of strategy to a level that makes it relatively low importance on the overall course of the battle if all else is equal. In other words, if the same two players played the exact same match, I doubt luck would change the overall outcome vs a no luck match.

That said, when there is a *difference* in luck between two players, then things get out of wack. COs like Nell, Flak, Jugger, and Sonja whose powers involve luck introduce a whole different component. Sonja's random bad luck really makes it hard for her to have guaranteed kills that other COs can count on, so it effectively acts as a universal attack loss, like Colin. She has to play more conservatively than most COs to avoid overextending herself and failing to break through a meatshield, for example.
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It's no doubt technically infeasible, but it would be ideal if AWBW had some sort of AI that could take over if a player drops. I've had three games ruined this week by players suddenly quitting and throwing 4+ player games into disarray. Drop culture in general appears rampant on the site, with people quitting the second things start looking grim.
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Yeah, it can be very difficult to get multiplayer games to play to completion sometimes. That FoW league I mentioned was formed around this exact principle because all of the founding members were tired of having that issue and we all knew each other to be reliable.
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