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This thread is for talking about Advance Wars. Regrettably, that is about all we can do, seeing as there hasn't been a new game since 2008, not counting re-releases and a cameo in Super Smash. Which is totally fair given that FE didn't catch on in the West till Smash, while AW is pretty much only popular in the West. Except it isn't. Andy for SSB5 goddammit. Which is sad. While Advance Wars dates back to 2001, the Wars series dates back to 1988...
So, various thoughts on what I'd like to see in a sequel.
Difficulty
Bring back hard mode. Dual Strike made hard mode interchangeable with new game plus, while Days of Ruin didn't have it at all. Even AW2 wasn't nearly as impressive on Hard as AW1 was. I want it to be hard. On that note, it'd be nice to have an AI that is actually competent, rather than having more units and cheating at fog of war, held up only by a crippling addiction to APCs.
COs
I did not like the CO power creep, as it was drowning out actual tactics beyond the WMD that was CO/Super CO/Tag Powers, as well as the customization stuff in DS, but recognize that Days of Ruin may have been too far in the other direction. While I liked the DoR loadable CO mechanic and how it balanced itself while limiting CO powers, there is something to be said for the universal effects from COs present in the earlier games.
Logistics, Weather, Fog of War
AW has long waffled on these. While relevant to specific units or scenarios, as a whole they're generally irrelevant and not especially integrated into the game as a whole.
*If logistics were to be made a consistently big deal, you could supply lines, wherein you need to not just capture cities, but guard the roads. Maybe have fuel and ammo depot tiles, while have bases use stored fuel/ammo to field units, or even just turn fuel and ammo into their own unit-cost resources proper.
*Weather would be less dreaded by the No-Fun crowd if you could project it a limited number of turns in advance, with some degree of inaccuracy. That way it can be planned for in advance to some extent.
*Units with high vision tend to be underpowered outside of Fog of War, most notably Recons and Flares. Perhaps make vision provide utility outside of FoW, like providing better sighting for ranged units? Having more stealth units that can 'submerge' like a Sub and get spotted by high vision units would be interesting as well.
Granted I'm fairly ambivalent, and wouldn't mind if they just did away with them instead.
Infantry
Infantry are utterly essential to AW, which makes it all the stranger that they feel like an afterthought. Most games only have two types. They're far too cheap for what they do, held back mostly by the inefficency of producing them and their relatively low firepower per occupied square. Oh and Mech units are kinda broken. I'd like to see more infantry types, or maybe even just have different COs get distinct variants on infantry. Snipers, flamethrowers, HMGs, mortars, elites, partisans, engineers, scouts, there is a lot of room for expansion. Maybe even have an infantry specific production building. If infantry are going to be centric to gameplay, then make them more interesting.
Suppression, Reactive Attacks
The ability to hamstring units or whole areas is not really featured in AW. It could be an interesting one to try. Speaking of, what time period is AW supposed to be technologically? Besides the supertech, it could be anywhere from WWII to modern day. The copters kind of point towards the latter, but other units less so.
Fire Emblem
AW's more successful relative, poaching mechanics from it might be a good idea. As commented in another thread:
So, various thoughts on what I'd like to see in a sequel.
Difficulty
Bring back hard mode. Dual Strike made hard mode interchangeable with new game plus, while Days of Ruin didn't have it at all. Even AW2 wasn't nearly as impressive on Hard as AW1 was. I want it to be hard. On that note, it'd be nice to have an AI that is actually competent, rather than having more units and cheating at fog of war, held up only by a crippling addiction to APCs.
COs
I did not like the CO power creep, as it was drowning out actual tactics beyond the WMD that was CO/Super CO/Tag Powers, as well as the customization stuff in DS, but recognize that Days of Ruin may have been too far in the other direction. While I liked the DoR loadable CO mechanic and how it balanced itself while limiting CO powers, there is something to be said for the universal effects from COs present in the earlier games.
Logistics, Weather, Fog of War
AW has long waffled on these. While relevant to specific units or scenarios, as a whole they're generally irrelevant and not especially integrated into the game as a whole.
*If logistics were to be made a consistently big deal, you could supply lines, wherein you need to not just capture cities, but guard the roads. Maybe have fuel and ammo depot tiles, while have bases use stored fuel/ammo to field units, or even just turn fuel and ammo into their own unit-cost resources proper.
*Weather would be less dreaded by the No-Fun crowd if you could project it a limited number of turns in advance, with some degree of inaccuracy. That way it can be planned for in advance to some extent.
*Units with high vision tend to be underpowered outside of Fog of War, most notably Recons and Flares. Perhaps make vision provide utility outside of FoW, like providing better sighting for ranged units? Having more stealth units that can 'submerge' like a Sub and get spotted by high vision units would be interesting as well.
Granted I'm fairly ambivalent, and wouldn't mind if they just did away with them instead.
Infantry
Infantry are utterly essential to AW, which makes it all the stranger that they feel like an afterthought. Most games only have two types. They're far too cheap for what they do, held back mostly by the inefficency of producing them and their relatively low firepower per occupied square. Oh and Mech units are kinda broken. I'd like to see more infantry types, or maybe even just have different COs get distinct variants on infantry. Snipers, flamethrowers, HMGs, mortars, elites, partisans, engineers, scouts, there is a lot of room for expansion. Maybe even have an infantry specific production building. If infantry are going to be centric to gameplay, then make them more interesting.
Suppression, Reactive Attacks
The ability to hamstring units or whole areas is not really featured in AW. It could be an interesting one to try. Speaking of, what time period is AW supposed to be technologically? Besides the supertech, it could be anywhere from WWII to modern day. The copters kind of point towards the latter, but other units less so.
Fire Emblem
AW's more successful relative, poaching mechanics from it might be a good idea. As commented in another thread:
Being able to field an old AW-style CO but also a roster of sub-commanders who function like DoR COs minus the power would be an interesting approach. Some could focus on boosting fellow troops, others are just badass spec-ops types, others handle support roles and you want to keep them away from the frontline. In the campaign they'd level up, but in non-custom multiplayer games, there'd be a fixed roster of options.That honestly may be the best way for IS to revive the series. Or at least taking some mechanics from FE and putting them into AW. I mean you already have the whole powered down CO unit thing in Days of Ruins. Take it a bit further and make it so you can have multiple CO on the field at one time, CO's have one life per map (or something) and give them unique character models and make it so they carry over veteran levels or something. Don't think it would be a good thing as that would take away from the whole advance war nature and ruin multi-player, but it may be the only way to give the series a chance in Japan.
Multiple CO's on one level using DOR's system actually sounds pretty neat now that I think about it though. Tone down their power a bit more or raise the cost to outfit a unit (or make it a percentage of the base unit cost so it's super cheap to CO a mech but expensive to CO a megatank) and you could create situations that have real neat synergies between multiple CO's. And multiple CO's on a level would mean more characters and character interactions, which is one of IS's strength.
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