Gameplay
The objective is to defeat the enemy army. There are two ways to defeat an opponent: destroy every one of his units on the map or capture his headquarters. However, some maps have specific objectives, such as capturing a certain number of cities to claim victory. The available modes of play include a campaign mode which carries the game's storyline, the "war room" which is a collection of maps on which the player strives for high scores, as well as multiplayer modes and a map design mode.
Battle system
The battles of Advance Wars are turn-based in nature. Two to four armies, each headed by a commanding officer, take turns building and commanding units on grid-based maps.
All units are limited in the types of units they can attack. What dictates a unit’s ability to attack different targets are its primary and secondary weapons. For example, the Mech unit has a bazooka that can only be fired at land vehicles, but are more powerful for that purpose than their secondary weapons, machine guns, which Mechs can use against other Mechs, Infantry, and helicopters.
The amount of damage done to the enemy in combat is proportional to the number of hit points the attacker has. The majority of the weapons have a limited supply of ammunition. Units with secondary weapons will resort to these when their primary weapon's ammunition runs out.
Terrain
The terrain on a map affects unit movement, vision, and the defense attribute of units stationed in the terrain. Weather conditions can also affect vision and movement of ground units. Fog of war may also be enabled, whereby a player's vision depends on the individual units' lines of sight, which varies from unit to unit.
Units
There are 18 different types of military units in Advance Wars. Each unit has a set amount of attack power, vision range in Fog of war, movement range and type, and fuel supply, and most units have two weapons which can be used against different types of enemy units. There are both direct and indirect attack units, as well as transport units. All of the units are either infantry, vehicles, ships or air units. Units have specific strengths and weaknesses.
Multiplayer
In Multiplayer mode, players can compete against the AI or against other human players. Multiplayer matches feature a variety of settings that can be changed pre-battle. Multiplayer comes in two forms: Versus mode and Link mode. In Versus mode, only one GBA system is used, which every participant in the game uses. One person will take their turn, then pass the system to the next person. Link mode is the same game as Versus mode gameplay-wise, but multiple consoles are used, one for each person. It can be played with just one game pak or with one game pak per player.
Commanding officers
Armies are led by Commanding Officers (COs) who control units. All COs except Andy provide units with special advantages and/or disadvantages, such as extra firepower or a longer unit range. COs also have a Power Meter which fills up by defeating enemy units or when on the receiving end of a brutal offensive attack. When the meter is full, a CO can unleash his or her CO Power, which gives a temporary positive effect to friendly units and/or a negative effect to enemy units.
So putting a new post to separate wikipedia info and my separate ideas:
1) Attributes plays a major role in the game, for the battle system.
Infantries are good against other infantries or indirect units for example.
Combat works in turns, so whoever attacks a unit gets to attack first, and if the unit survive, it counters.
Using infantries against tank is a bad idea, but that doesn't mean you can't chip off 1% of it's hp. Meaning there's either a minimum damage done, or no damage done at all (minimum is always 1%).
Example of battle (on no defense terrain, with Kenbei CO [unit boost]):
Inf[10] vs Inf[10] = Attackers doing 60+6% damage to defender = Inf[9] | Inf[3]
I can "Probably" create a map with this kind of style but no idea how to properly trigger this all, nor can I create units effectively.
When a unit's action is already done, it should black out or go transparent.
I wonder if anyone want to make something like this?
From Wikipedia: Advance Wars
Gameplay The objective is to defeat the enemy army. There are two ways to defeat an opponent: destroy every one of his units on the map or capture his headquarters. However, some maps have specific objectives, such as capturing a certain number of cities to claim victory. The available modes of play include a campaign mode which carries the game's storyline, the "war room" which is a collection of maps on which the player strives for high scores, as well as multiplayer modes and a map design mode.
Battle system The battles of Advance Wars are turn-based in nature. Two to four armies, each headed by a commanding officer, take turns building and commanding units on grid-based maps.
All units are limited in the types of units they can attack. What dictates a unit’s ability to attack different targets are its primary and secondary weapons. For example, the Mech unit has a bazooka that can only be fired at land vehicles, but are more powerful for that purpose than their secondary weapons, machine guns, which Mechs can use against other Mechs, Infantry, and helicopters.
The amount of damage done to the enemy in combat is proportional to the number of hit points the attacker has. The majority of the weapons have a limited supply of ammunition. Units with secondary weapons will resort to these when their primary weapon's ammunition runs out.
Terrain The terrain on a map affects unit movement, vision, and the defense attribute of units stationed in the terrain. Weather conditions can also affect vision and movement of ground units. Fog of war may also be enabled, whereby a player's vision depends on the individual units' lines of sight, which varies from unit to unit.
Units There are 18 different types of military units in Advance Wars. Each unit has a set amount of attack power, vision range in Fog of war, movement range and type, and fuel supply, and most units have two weapons which can be used against different types of enemy units. There are both direct and indirect attack units, as well as transport units. All of the units are either infantry, vehicles, ships or air units. Units have specific strengths and weaknesses.
Multiplayer In Multiplayer mode, players can compete against the AI or against other human players. Multiplayer matches feature a variety of settings that can be changed pre-battle. Multiplayer comes in two forms: Versus mode and Link mode. In Versus mode, only one GBA system is used, which every participant in the game uses. One person will take their turn, then pass the system to the next person. Link mode is the same game as Versus mode gameplay-wise, but multiple consoles are used, one for each person. It can be played with just one game pak or with one game pak per player.
Commanding officers Armies are led by Commanding Officers (COs) who control units. All COs except Andy provide units with special advantages and/or disadvantages, such as extra firepower or a longer unit range. COs also have a Power Meter which fills up by defeating enemy units or when on the receiving end of a brutal offensive attack. When the meter is full, a CO can unleash his or her CO Power, which gives a temporary positive effect to friendly units and/or a negative effect to enemy units.
Example of a CO power:
So putting a new post to separate wikipedia info and my separate ideas:
1) Attributes plays a major role in the game, for the battle system.
Infantries are good against other infantries or indirect units for example. Combat works in turns, so whoever attacks a unit gets to attack first, and if the unit survive, it counters.
Using infantries against tank is a bad idea, but that doesn't mean you can't chip off 1% of it's hp. Meaning there's either a minimum damage done, or no damage done at all (minimum is always 1%).
Example of battle (on no defense terrain, with Kenbei CO [unit boost]): Inf[10] vs Inf[10] = Attackers doing 60+6% damage to defender = Inf[9] | Inf[3]
I can "Probably" create a map with this kind of style but no idea how to properly trigger this all, nor can I create units effectively.
When a unit's action is already done, it should black out or go transparent.