The Hidden Mechanics of CO Powers

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The Hidden Mechanics of CO Powers In Advance Wars

#switch #advancewars #nintendo
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What do you think about all these hidden, convoluted mechanics? Do you think they are good for the game? And do you think they will be present in the reboot?

Mangs
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'You killed tons of my soldiers many of them have families to feed and you also destroy bilions of dollars in planes and tanks'

Oh hey the CO power is full let's pop it :D

soulhoney
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Funny how only one CO has the “average” meter speed.

Warchief-tejj
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"Using a CO Power 10 times in 1 Game is super rare" Adder, Are you challenging Me?

TKHedgeHog
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Mangs: CO powers are probably one of the most exciting mechanics of Advance Wars

Me: As long as you’re not on the receiving end of them

somewackoonyoutube
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"My super power is super strength and flying! What is yours?"
"My power is climate change. The only catch is that it requires the sacrifice of the brave soldiers and the high cost of vehicles to activate it."
"..."

IntrepidMercenary
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There's no better feeling than pressing the funny button -laughs in eagle

HanakkoLove
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Eagle: "do you know how it feel s to get hit twice in a turn?"

Every other CO: "No.."

Eagle: "would you like to?"

aganaom
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“So you’re a CO due to being able to command the tactics of a whole bunch of platoons?”
“Oh no, I just give them daily training and then break reality every now and then. My advisor does all the tactical stuff for me!”
“...”
“I even let the advisor control my units if I have one!”
“...”

Davtwan
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I think the penalty you get for each use of your CO power is also to compensate for the fact that as a match progresses you're increasingly likely to take bigger, more costly engagements each turn. You're probably going to be losing/killing a lot more value on day 20 compared to day 5.

TheTrueFool
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I love how cute they made sami look in re-boot camp.

As much as I like sonya and Rachel they really are making sami the face of advance wars.

And I mean she deserves it.

edgelord
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I didn't realize until this explained that CO power meter gain was based on unit fund cost. ...That's wild to me that even after seeing the "30000, 40000, 50000" numbers so often, I never pieced together that they were linked. YES they should be freaking explained!

JacksonJinn
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I think the game could explain rather simply that a CO's power is worth X funds and the rates at which you gain those (50% by defeating an enemy unit, 100% by losing your own), and that powers get more expensive the more you use them. It wouldn't hurt new or returning players at all having that info explained in game.

Nekufan
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I think the most contentious mechanic is the diminishing returns system. I think it could be improved by having separate counters for normal and super powers so that players who weave them could eke out extra advantages.

Obviously the specific mechanics should be explained somewhere for players. Maybe not in a tutorial but the guide/help section in game.

Giving players an honest number rather than a general bar would also be nice, especially if the diminishing returns were made explicit (ie after the first time Colin uses gold rush, the second time it would say 0/19800 instead of 0/18000.

A previous turn recap screen could even list units lost, gold value lost and CO power gained to give players more info to make good decisions.

drjbobo
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My guess is that the 200% on the 10th power is used as a stalemate breaker, or it's like what you said a bug.

junkszy
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Title should probably be ‘In Advance Wars 1 & 2’ as it clearly doesn’t include Dual Strike and Days of Ruin :P

ShawFujikawa
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The only one that probably benefits outright from just using the Normal Power repeatedly or in place of the Super, is Adder. You either get a little tougher and move farther, or you get a little tougher and move farther still. You can usually push and prepare considerably easier with just the +1 as is. Can't hurt to be extra tough for two turns in a row.

MrMarket
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> It is probably best not to use several CO Normal Powers in row
(Laughs in Gold Rush and Sideslip)

RumpelTheFrenchSpy
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I think the reason of how one can't spam little power twice is how the next pop it will cost more by 20% just like you said so at that point now you lack the 20% for the next pop

Blue-mrfe
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The CO Power activation dropping from 280% to 200% might not actually be an oversight.
I suspect it's a deadlock breaking mechanic. If the game has gone on long enough to have 10 CO power activations, that likely means neither player is able to get the upperhand.
But suddenly, the player that's had more CO power activations now starts getting the power more frequently, which should skew the game to their advantage and break the deadlock.
The diminishing returns in the first place is likely to actually even out the amount CO powers happen. Early game, you've got cheap units, and a cheap CO power. Late game, expensive units, expensive CO power. If balanced right, the rate of filling should be much more even than without the increasing cost.

plentyofpaper