How about Samus's units start off with -10 attack/defense, but with a day-to-day where she gains +1 attack & defense per allied city? That way, she starts weak, but gains strength through "exploration" as envisioned via capturing. Her initial CO power would be "Morph Ball" where every unit gains +2 move and +20 defense, but -20 attack since you don't really attack during morph ball. Then, her Super CO power would be Ice Missile. Target area takes 5 hp damage and units affected can't act for a turn.
I’ve always wondered if there was a Nintendo characters as advance war CO’s rom hack out there. It would be a lot of fun seeing characters with different abilities and their leadership of certain advance wars armies
@@lunarnights true and it make take awhile since, theirs three Cos for western frontier, three for tundran territories, one for solar empire two if you include the sequal, three for xylavania, one for iron legion for the sequal and for the sequal Anglo isles has two since their might need some research and might take a long time but would be an intresting video since never seen Co video ideas before.
The problem is that your Samus is basically a worse Adder. Here's my interpretation which isn't that much better but I'd be intrested in your thoughts on it. For her D2D I'd have given her more of an emphasis on her lore as a bounty hunter aspect by having her gain money when inflicting damage to an enemy unit (like Sasha in DS so we know that's possible), with neutral stats like a lot of AW COs, no need to make her weaker because she isn't as broken as Colin. For her COP and SCOP that's where we put the upgrades (Varia and Gravity) but rather than being just stats like firepower and defence, we'll add some quirks from other COs that make sense, for instance: COP: Varia Upgrade (4 stars) Terrain movement penalties are reduced to 1 for all units, ignoring bad weather including snow (because Varia resists cold in Fusion) and +1 move ( represents mobility upgrades like speed boost, high jump etc) and get 20% FP (represents all the early beam upgrades). SCOP: Gravity Upgrade (8 stars) Detonates a Power Bomb inflicting 2 HP of global damage, Terrain movement penalties are reduced to 1 for all units, ignoring bad weather including snow, Units get +40% FP and +1 move (same reasons but a bit stronger FP). It also represents the aspect you talked about with Samus being 'reset' at the start of every game where she loses her upgrades, except here it's every time she pops her powers and then loses the upgrades the day after. And these combo a lot with her D2D because since she deals increased damages, she gains more money from her D2D as well (unlike Sasha who has almost no FP even during her SCOP). Now you could argue that my version is 'Lash but better' except that isn't the case: Lash's strength comes from her D2D which gets her 10% FP per defense star and her SCOP which doubles her terrain stars giving her up to 90% FP and 90%Def on 4* terrain meaning you need to make as much use of the terrain as possible. Samus on the other hand doesn't get any extra benefit from terrain outside of the usual defense boost, the FP boost is also lower than Lash's since Lash has 20% and above on plains during her COP (10% from D2D+10% from her COP) and it gets higher the more defense stars she has. Also her SCOP gives Samus no defensive advantage whatsoever but instead deals global damage (hence why I added a star) and you get some slightly stronger bonuses. Now I was debating wether to give her the Sonja ability of seeing through forests and reefs as a reference to the X-Ray scope and scanner but I didn't as it would be a bit too much.
Balancing power is always tricky. I tend to err on the side of underpowered but with fun gimmicks out of fear of accidentally being op. I like the bounty idea, but I'd probably apply it to a different bounty hunter that is more money-focused than Samus, since despite being a bounty hunter, she never really seems to be solely in it for the money. She does do target contract work which would align with "hits" on enemy units, but the only time I recall hearing about payment details is in Dread when Adam says the bounty is insufficient for the job. I love the terrain and weather buffs you're playing around with here in the CO powers. That didn't occur to me before but makes a ton of sense with how her suits work. I think I lean toward making them part of the discovery upgrades rather than a CO power, but that's in the "optimal coding" side of the video and this would work in the realistic side. I'd agree with leaving out the x-ray. It's very powerful, but also doesn't feel like a critical part of Samus's character since it's such an optional upgrade in the games. Overall, fun ideas here. Makes me wish I knew something about gba coding so I could actually try to bring some custom COs to life.
Very interesting concept. Like you mentioned, the artifact version wouldn't be very practical for competitive advance wars because every single map would need to be coded for each property to be in zones that only affect one CO. This might be possible for the maps included by default but Advance Wars has the ability for players to create maps too. As for the original version of Samus, I think it could work. Her abilities seem fair. Whether she is a good or bad CO depend on how many stars it takes to charge her basic power and super power. I'm gonna guess that 3/8 would make her C tier, but that is something that would need to be tested. Advance Wars actually has a diminishing returns on CO powers, each time you use a power it costs 20 percent more to fully charge it again. It is actually kind of rare for a match to ever have more than 3 CO super powers used by one commander. The exception is high funds matches where each property gives 2000 per turn instead of 1000 per turn. Since power charge is based on how much money worth of damage is dealt to units, these matches allow players to go a bit crazy with CO Super Powers. In high funds, Samus might be S tier, but I don't think she would be more overpowered than Sturm, Hachi, or Colin. Its also worth noting that Samus would be spectacularly hard countered by Sasha. I don't know if Dual Strike COs will make an appearance in ReBoot camp though.
Samus Aran, and some Breakaway Galactic Federation Marines loyal more to her and her heroic reputation (and I'd argue her charisma!) Are likely to act as a reverse Black Hole. Honest-to-god Liberators.
I had my own idea for bringing in a character from a video game as a CO. In my case, Marco Rossi from Metal Slug. I only figured out the abilities part for it, though. D2D: Whenever an attack-capable land vehicle is destroyed, spawn a 7HP Infantry in its place. Transport units unload if destroyed (instead of loaded units going down with it), if possible. CO Power: Rocket Launcher (4 Stars): Primary weapons except AA Vulcans gain 20% attack power. Destroyed vehicles spawn Mechs instead of Infantry (still at 7 HP.) SCO Power: Heavy Machinegun (7 Stars): Machinegun secondary weapons act as Vulcans, in both targets and power. My main concern is that the D2D may be a bit too powerful. I might change it to something like "Tanks and Battle Copters may transport a foot soldier." instead of spawning a new unit, and the relevant part of Rocket Launcher's effects become 'Transported Infantry are promoted to Mechs (at same HP)'."
Balancing the D2D is always the trickiest part with custom COs I feel, but this sounds like it would make for some fun gameplay. Always wanted a CO that could unload transports when they were destroyed as damaged units in an emergency evac fashion.
@@lunarnights That sounds good. Whether it would work better for it to halve the transported unit's HP (rounded up) or do a fixed 2.5 damage (potentially killing that unit if it's heavily damaged at the start.)
I really like the idea of a CO who gain power be exploration. But giving a permanent buff will incentive a very passive and stally play stile. And could break the game in high fund maps. And the artifacts mechanic look like something you would see in a mission in the campaign. But is too random and map depending, especially in asimetric maps. I think this powers would reflect better the concept of a explorer CO. The idea is expand with your infantry in the early game when yours vehicles are weak, and then which when you can benefit from your day to day and super. Day to day: all your not infantry units have -10% fire power but gain +1% fire power for every city / property you control. (I had see that other people had thought in this mechanic and I really like it). Normal power: all your units gain +10% fire power and defense. Your infantry units gain +1 move and all terrain cost are reduce to 1. Super power: all your units gain +1 move, +20% fire power and the benefits from your day to day are double. That said is very easy make this after you made the first version. I think this version capture better Samus spirit more cleaner. Plus it give us a interesting infantry to vehicles CO.
I tried to look mainly at her power ups for day to day and powers and here’s what I thought All vehicles have 10% less attack, all units have 10% less defense, air units have no changes, foot soldiers have 1+ movement speed and 10% power increase Co power: shine spark, increases movement by 1 and gives a 20% attack buff Super Co power: Ridley strike, hits all enemy units for 1 hp and applies the previous effects but instead it’s 40% attack and 20% defense
What I'd be interested in would be a combination of Command and conquer armies in advance wars. My idea would be that these factions would have a limited arsenal, but they would have unique units and other bits that allow you to compensate. For example, GDI can't make recons or rockets, but they get a hover MLRS that like aircraft ignores the downsides of cover, but still gets benefits from cover, and while they have significantly less range, it isn't restricted to point blank either. Nod on the other hand, doesn't get medium tanks and I'd also remove battleships. What they do get are flame tanks, which doesn't just eradicate infantry, they also ignore enemy cover and turn forests into planes. Individual COs would come from individual branches introduced in CnC 3 kane's wrath, for example GDI gets a Steel Talon CO that allows the usage of experimental units that while being very strong for their price also suffer from teething troubles, which can mean that they might be unable to move and/or fire at random.
I thought of maybe giving Samus a -10% firepower, but gain 1 or 2 %firepower per owned property. Numbers may be tweaked, but that's the first thing that popped into my mind
Proposal for balance and ease of coding: Samus' units get -10% firepower and defense, but +5% of each for each power star she has. And then make her CO power and SCOP much more potent. CO power is morph ball, which gives +1 mobility and +20% defense. Instead of a defense boost, maybe she could spawn a less powerful version of the black bomb whenever a unit leaves a tile. SCOP is Suit Destruction which costs 10 stars and fully heals all her units, but resets her power gauge to 0. This references that in some games her suit gets destroyed and she has to go without it, as well as how in each new game she takes a major power loss.
Some great references here! I think this could work pretty well if we applied a hero system like Days of Ruin has so that Samus is an actual unit on the battlefield. Every one of her units leaving a black bomb would be too powerful I feel, but if just the hero unit was that might work and be a cool gameplay twist.
@@lunarnights To clarify, not a full black bomb but a toned-down version that takes damage like a 1HP recon and has no movement. And maybe deals 3 damage. Something like that where it's not overpowered but it's still useful.
Ahhh. That would be fun to see! Even if the balance was hard to get, I think it'd be cool to play around with ^^ I like no movement on them (both for balance and for being like the morph ball bombs).
I'm not too familiar with the Legend of Zelda games themselves, but I'm loosely familiar with the characters and could add them to the list to take a shot!
Interesting take on this. I would provide my CO idea involving a generic Genki Girl that would display Game Boy Wars 3's design space, but I'm worried about idea thieves within the ranks of the empire that consists of 100K sexual assault apologists. But I can at least commentate on your take on how Samus would operate as a CO, and not just a cameo in Famicom Wars. I will say that the ideas are actually good, but the way to find artifacts is needlessly complicated for the purposes of programming. I figure a better answer would be to base her ability to find artifacts on the percentage of potential income. I can come up with stats, but I'm going to base them on how things in my GBW3 PALBal patch goes. Here you go: *D2D ("Samus relies on her abrupt Melee Countering to survive while she gains lasting if volatile power from artifact provisions found within her income.") (+) Units have +10 Focus on enemy phase or when attacking from starting position (+/-) Direct fire multiplies offensive CO Meter chargeup by 1.25 for BOTH sides (-) Direct fire -20 ATK unless initiating attack from starting position (-) Global -20 DEF (+) When Income clears every 7.5% of potential Income from ALL properties on the map, all units permanently gain +5 ATK and +5 DEF; does not repeat at previously cleared benchmarks and also stacks a maximum of 6 times total (net result with above of +10 ATK and DEF for direct fire, or +30 ATK and +10 DEF for range fire) (+) Permanent ATK bonuses are multiplied by 1.5 for primary weapons (-) Enemy when initiating attack will ignore 2.5% of the permanent bonuses for every sub HP of base damage beyond 60 that their attack deals (IE 70% will treat the +30 permanent bonuses as +22, and 100% and above will ignore them entirely) *CO Power (Morph Ball) - 2 Stars ("Samus's units move slightly faster and with more flexible defense, at the cost of offense.") -Global +40 DEF; no ATK bonus -Global Movement Power +1 -Lose D2D Focus bonus (Focus will minimize to 0 if the full Focus Loss exceeds Base Focus plus the attacker's natural Focus bonus of 15) *Super CO Power (Speed Booster) - 7 Stars ("Samus's units find expansions for improved capabilities while additionally moving faster.") -Global permanent +10 ATK and DEF, capping at +50 for each from this method -Global +20 ATK and DEF in addition; becomes +40 for each on 6th and later use -Movement Power +2 The Focus bonus is a reference to Metroid Samus Return's Melee Counter mechanic. The MC allowed Samus to deal a devastating counterattack, or just plain sock silly an enemy in the middle of windup for an attack valid for the MC--this would be represented by the extra Focus, which if you're wondering is used in GBW3 to determine attack order, and the result here would be more potential for simultaneous strikes or ambushes. Samus would still have to be careful in early game because her power drops would be miserable, but she'd be able to fight back with spacing at least. Or she can just avoid being hit in the first place while she consolidates her power. I also have the Melee Counter's lategame purpose in M:SR, that being to recover Aeion faster, translate into faster offensive CO Meter chargeup, which I have its design space used to give Samus a lategame weakness as well, something to provide emergency Counter Play against her for anybody who can't stop her from developing. Oh, and a lack of reduction to range fire attack power would also be fitting to Samus's character. The income requirement values that I use for the permanent boosts are bearing in mind that Game Boy Wars 3 involves the Work Car, which does develop properties to increase their income provisions. That obviously would increase the potential income, so the values are adjusted to where Samus would focus on holding what she already gets, rather than contesting properties to where she can acquire map control. GBW3's environment isn't entirely kind to her either because she can't involve hard counters soon enough due to the Unit Family system. But once she does involve hard countering units? Yep, she can STALL by forcing counter-builds in interest of protecting her Work Cars, which she'd be able to afford better than Kanbei can. And then yes, she would want to set up eventual attrition warfare, helped by how her units will retroactively benefit from the permanent boosts. Oh, and yeah, I also have the primary weapons boosted better by the permanent ATK boosting, to reflect on Samus using Missiles and also getting Beams like the Plasma and Ice Beams, in particular interest of emphasizing Metroid Prime's beam swapping. I also have the permanent boosts be less effective on enemy phase against more competent attacks as a late game blind spot. Morph Ball is set up as basically what you suggested but with a better DEF improvement at the cost of the Focus bonus being lost to reflect on Morph Ball costing offense, particularly the Melee Counter. Well, more the Charge Beam, really, but even so. Obviously, Adder's Sideslip costs the same to simply provide the +1 Movement Power, but it doesn't mix in an accommodating weakness, or a blatant opportunity cost for that matter, since there's also the big point that each CO Power usage increases the requirements for chargeup, so the Super CO Power is going to be more costly to use. As for Speed Booster, which is what I'm naming the SCOP, again I'm improving on your ideas. I should note that the reason I am not having a problem with permanently improved DEF is because GBW3 actually balances DEF better by having things like terrain boosts be working as pure subtraction defense, rather than a form of fraction defense like what all 4 AWs use. It also helps to have the permanent DEF be possible to ignore. I also have the SCOP give better temporary boosts, ones that would be in full effect without fail, that would improve on usage of the Power after the cap. And of course, I'm having this reflect on how the Speed Booster is useful for moving around when collecting remaining items, not just for things like Shinespark puzzles. So yeah, that's how I'd set up Samus Aran's stats, based on the ideas you have come up with, even if what I propose is involving Game Boy Wars 3 design.
I don't know man this sounds less like samus was a co and more like samus is running an army of samus's. I feel a CO's abilities shouldnt' be based on their own powers but rather their personality as a leader and how you think they would recruit and train their shoulders .unless you're telling me samus's entire army are running power suits this samus build just makes no sense to me. IInfact. I think i'll try my own hand at this.
How about Samus's units start off with -10 attack/defense, but with a day-to-day where she gains +1 attack & defense per allied city? That way, she starts weak, but gains strength through "exploration" as envisioned via capturing. Her initial CO power would be "Morph Ball" where every unit gains +2 move and +20 defense, but -20 attack since you don't really attack during morph ball. Then, her Super CO power would be Ice Missile. Target area takes 5 hp damage and units affected can't act for a turn.
I really like these ideas, and I bet they'd be easy to code in too!
then again, this could be quite bad for samus if shes on a low property map
I’ve always wondered if there was a Nintendo characters as advance war CO’s rom hack out there. It would be a lot of fun seeing characters with different abilities and their leadership of certain advance wars armies
There's not any that I'm aware of, but it would be awesome to see!
Makes me think it would be an incredible smash-like cross universe game.
Let's just hope they have this idea as well
The bigger hot question, what if battalion wars co is in advance wars?
Hmm...it's an interesting question considering battalion wars was originally to be an advance wars spinoff.
@@lunarnights true and it make take awhile since, theirs three Cos for western frontier, three for tundran territories, one for solar empire two if you include the sequal, three for xylavania, one for iron legion for the sequal and for the sequal Anglo isles has two since their might need some research and might take a long time but would be an intresting video since never seen Co video ideas before.
The problem is that your Samus is basically a worse Adder.
Here's my interpretation which isn't that much better but I'd be intrested in your thoughts on it.
For her D2D I'd have given her more of an emphasis on her lore as a bounty hunter aspect by having her gain money when inflicting damage to an enemy unit (like Sasha in DS so we know that's possible), with neutral stats like a lot of AW COs, no need to make her weaker because she isn't as broken as Colin.
For her COP and SCOP that's where we put the upgrades (Varia and Gravity) but rather than being just stats like firepower and defence, we'll add some quirks from other COs that make sense, for instance:
COP: Varia Upgrade (4 stars)
Terrain movement penalties are reduced to 1 for all units, ignoring bad weather including snow (because Varia resists cold in Fusion) and +1 move ( represents mobility upgrades like speed boost, high jump etc) and get 20% FP (represents all the early beam upgrades).
SCOP: Gravity Upgrade (8 stars)
Detonates a Power Bomb inflicting 2 HP of global damage, Terrain movement penalties are reduced to 1 for all units, ignoring bad weather including snow, Units get +40% FP and +1 move (same reasons but a bit stronger FP).
It also represents the aspect you talked about with Samus being 'reset' at the start of every game where she loses her upgrades, except here it's every time she pops her powers and then loses the upgrades the day after.
And these combo a lot with her D2D because since she deals increased damages, she gains more money from her D2D as well (unlike Sasha who has almost no FP even during her SCOP).
Now you could argue that my version is 'Lash but better' except that isn't the case:
Lash's strength comes from her D2D which gets her 10% FP per defense star and her SCOP which doubles her terrain stars giving her up to 90% FP and 90%Def on 4* terrain meaning you need to make as much use of the terrain as possible.
Samus on the other hand doesn't get any extra benefit from terrain outside of the usual defense boost, the FP boost is also lower than Lash's since Lash has 20% and above on plains during her COP (10% from D2D+10% from her COP) and it gets higher the more defense stars she has.
Also her SCOP gives Samus no defensive advantage whatsoever but instead deals global damage (hence why I added a star) and you get some slightly stronger bonuses.
Now I was debating wether to give her the Sonja ability of seeing through forests and reefs as a reference to the X-Ray scope and scanner but I didn't as it would be a bit too much.
Balancing power is always tricky. I tend to err on the side of underpowered but with fun gimmicks out of fear of accidentally being op.
I like the bounty idea, but I'd probably apply it to a different bounty hunter that is more money-focused than Samus, since despite being a bounty hunter, she never really seems to be solely in it for the money. She does do target contract work which would align with "hits" on enemy units, but the only time I recall hearing about payment details is in Dread when Adam says the bounty is insufficient for the job.
I love the terrain and weather buffs you're playing around with here in the CO powers. That didn't occur to me before but makes a ton of sense with how her suits work. I think I lean toward making them part of the discovery upgrades rather than a CO power, but that's in the "optimal coding" side of the video and this would work in the realistic side.
I'd agree with leaving out the x-ray. It's very powerful, but also doesn't feel like a critical part of Samus's character since it's such an optional upgrade in the games.
Overall, fun ideas here. Makes me wish I knew something about gba coding so I could actually try to bring some custom COs to life.
Ay bruh you just popped up in my recommended, and I've been looking to learn more about Advance Wars and need a good channel, so I will check u out
Glad to hear it! If you have any specific questions, let me know so I can try to help.
Very interesting concept. Like you mentioned, the artifact version wouldn't be very practical for competitive advance wars because every single map would need to be coded for each property to be in zones that only affect one CO. This might be possible for the maps included by default but Advance Wars has the ability for players to create maps too.
As for the original version of Samus, I think it could work. Her abilities seem fair. Whether she is a good or bad CO depend on how many stars it takes to charge her basic power and super power. I'm gonna guess that 3/8 would make her C tier, but that is something that would need to be tested.
Advance Wars actually has a diminishing returns on CO powers, each time you use a power it costs 20 percent more to fully charge it again. It is actually kind of rare for a match to ever have more than 3 CO super powers used by one commander.
The exception is high funds matches where each property gives 2000 per turn instead of 1000 per turn. Since power charge is based on how much money worth of damage is dealt to units, these matches allow players to go a bit crazy with CO Super Powers. In high funds, Samus might be S tier, but I don't think she would be more overpowered than Sturm, Hachi, or Colin.
Its also worth noting that Samus would be spectacularly hard countered by Sasha. I don't know if Dual Strike COs will make an appearance in ReBoot camp though.
Samus Aran, and some Breakaway Galactic Federation Marines loyal more to her and her heroic reputation (and I'd argue her charisma!) Are likely to act as a reverse Black Hole. Honest-to-god Liberators.
If they don't destroy the planet...
Real talk: I'd love to see a rom hack with that plot and custom sprites.
Surprise! She IS a CO in the original Famicom Wars. She works for Red Star. Her rival is Goemon.
Samusun is a completely original character. Any similarity to any other character is completely coincidental.
I had my own idea for bringing in a character from a video game as a CO. In my case, Marco Rossi from Metal Slug. I only figured out the abilities part for it, though.
D2D: Whenever an attack-capable land vehicle is destroyed, spawn a 7HP Infantry in its place. Transport units unload if destroyed (instead of loaded units going down with it), if possible.
CO Power: Rocket Launcher (4 Stars): Primary weapons except AA Vulcans gain 20% attack power. Destroyed vehicles spawn Mechs instead of Infantry (still at 7 HP.)
SCO Power: Heavy Machinegun (7 Stars): Machinegun secondary weapons act as Vulcans, in both targets and power.
My main concern is that the D2D may be a bit too powerful. I might change it to something like "Tanks and Battle Copters may transport a foot soldier." instead of spawning a new unit, and the relevant part of Rocket Launcher's effects become 'Transported Infantry are promoted to Mechs (at same HP)'."
Balancing the D2D is always the trickiest part with custom COs I feel, but this sounds like it would make for some fun gameplay. Always wanted a CO that could unload transports when they were destroyed as damaged units in an emergency evac fashion.
@@lunarnights That sounds good. Whether it would work better for it to halve the transported unit's HP (rounded up) or do a fixed 2.5 damage (potentially killing that unit if it's heavily damaged at the start.)
Just found this channel, things seem seem pretty good. Looking forward to what you make in the future.
Glad to hear ^^ I edit slowly, but there's plenty coming!
I really like the idea of a CO who gain power be exploration. But giving a permanent buff will incentive a very passive and stally play stile. And could break the game in high fund maps.
And the artifacts mechanic look like something you would see in a mission in the campaign. But is too random and map depending, especially in asimetric maps.
I think this powers would reflect better the concept of a explorer CO. The idea is expand with your infantry in the early game when yours vehicles are weak, and then which when you can benefit from your day to day and super.
Day to day: all your not infantry units have -10% fire power but gain +1% fire power for every city / property you control. (I had see that other people had thought in this mechanic and I really like it).
Normal power: all your units gain +10% fire power and defense. Your infantry units gain +1 move and all terrain cost are reduce to 1.
Super power: all your units gain +1 move, +20% fire power and the benefits from your day to day are double.
That said is very easy make this after you made the first version. I think this version capture better Samus spirit more cleaner. Plus it give us a interesting infantry to vehicles CO.
I tried to look mainly at her power ups for day to day and powers and here’s what I thought
All vehicles have 10% less attack, all units have 10% less defense, air units have no changes, foot soldiers have 1+ movement speed and 10% power increase
Co power: shine spark, increases movement by 1 and gives a 20% attack buff
Super Co power: Ridley strike, hits all enemy units for 1 hp and applies the previous effects but instead it’s 40% attack and 20% defense
Samus be like: We did it Patrick! We saved the planet!
Lol!
What I'd be interested in would be a combination of Command and conquer armies in advance wars.
My idea would be that these factions would have a limited arsenal, but they would have unique units and other bits that allow you to compensate.
For example, GDI can't make recons or rockets, but they get a hover MLRS that like aircraft ignores the downsides of cover, but still gets benefits from cover, and while they have significantly less range, it isn't restricted to point blank either.
Nod on the other hand, doesn't get medium tanks and I'd also remove battleships. What they do get are flame tanks, which doesn't just eradicate infantry, they also ignore enemy cover and turn forests into planes.
Individual COs would come from individual branches introduced in CnC 3 kane's wrath, for example GDI gets a Steel Talon CO that allows the usage of experimental units that while being very strong for their price also suffer from teething troubles, which can mean that they might be unable to move and/or fire at random.
I really need to give the Command and Conquer games a try sometime. I hear about them fairly often and they seem like something right up my alley.
I thought of maybe giving Samus a -10% firepower, but gain 1 or 2 %firepower per owned property. Numbers may be tweaked, but that's the first thing that popped into my mind
"Miss: Leaving planets intact" 😂
Idea for probably a future video, Fox McCloud from star fox? Maybe wolf, if you have a bit more time and effort.
That gets some ideas turning. I could see him being fun to make as an air-focused CO.
Naturally gain strength from artifacts? You could gain x% strength per city captured. Make labs worth double. Etc.
wow i like your channel
this tipy of content atracts me
Great to hear!
Proposal for balance and ease of coding: Samus' units get -10% firepower and defense, but +5% of each for each power star she has. And then make her CO power and SCOP much more potent. CO power is morph ball, which gives +1 mobility and +20% defense. Instead of a defense boost, maybe she could spawn a less powerful version of the black bomb whenever a unit leaves a tile. SCOP is Suit Destruction which costs 10 stars and fully heals all her units, but resets her power gauge to 0. This references that in some games her suit gets destroyed and she has to go without it, as well as how in each new game she takes a major power loss.
Some great references here! I think this could work pretty well if we applied a hero system like Days of Ruin has so that Samus is an actual unit on the battlefield. Every one of her units leaving a black bomb would be too powerful I feel, but if just the hero unit was that might work and be a cool gameplay twist.
@@lunarnights To clarify, not a full black bomb but a toned-down version that takes damage like a 1HP recon and has no movement. And maybe deals 3 damage. Something like that where it's not overpowered but it's still useful.
Also, have you heard of the Mangsvance Wars hack? Lot of custom CO's.
I recently started seeing some thumbnails for it, but I'm not familiar with it yet. Do the custom CO's look fun?
Ahhh. That would be fun to see! Even if the balance was hard to get, I think it'd be cool to play around with ^^ I like no movement on them (both for balance and for being like the morph ball bombs).
Pretty good video!
Thanks!
Heavy from TF2 as a CO
next,:what if link ganondorf and zelda were CO in advance war?
I'm not too familiar with the Legend of Zelda games themselves, but I'm loosely familiar with the characters and could add them to the list to take a shot!
Interesting take on this. I would provide my CO idea involving a generic Genki Girl that would display Game Boy Wars 3's design space, but I'm worried about idea thieves within the ranks of the empire that consists of 100K sexual assault apologists. But I can at least commentate on your take on how Samus would operate as a CO, and not just a cameo in Famicom Wars.
I will say that the ideas are actually good, but the way to find artifacts is needlessly complicated for the purposes of programming. I figure a better answer would be to base her ability to find artifacts on the percentage of potential income. I can come up with stats, but I'm going to base them on how things in my GBW3 PALBal patch goes. Here you go:
*D2D ("Samus relies on her abrupt Melee Countering to survive while she gains lasting if volatile power from artifact provisions found within her income.")
(+) Units have +10 Focus on enemy phase or when attacking from starting position
(+/-) Direct fire multiplies offensive CO Meter chargeup by 1.25 for BOTH sides
(-) Direct fire -20 ATK unless initiating attack from starting position
(-) Global -20 DEF
(+) When Income clears every 7.5% of potential Income from ALL properties on the map, all units permanently gain +5 ATK and +5 DEF; does not repeat at previously cleared benchmarks and also stacks a maximum of 6 times total (net result with above of +10 ATK and DEF for direct fire, or +30 ATK and +10 DEF for range fire)
(+) Permanent ATK bonuses are multiplied by 1.5 for primary weapons
(-) Enemy when initiating attack will ignore 2.5% of the permanent bonuses for every sub HP of base damage beyond 60 that their attack deals (IE 70% will treat the +30 permanent bonuses as +22, and 100% and above will ignore them entirely)
*CO Power (Morph Ball) - 2 Stars ("Samus's units move slightly faster and with more flexible defense, at the cost of offense.")
-Global +40 DEF; no ATK bonus
-Global Movement Power +1
-Lose D2D Focus bonus (Focus will minimize to 0 if the full Focus Loss exceeds Base Focus plus the attacker's natural Focus bonus of 15)
*Super CO Power (Speed Booster) - 7 Stars ("Samus's units find expansions for improved capabilities while additionally moving faster.")
-Global permanent +10 ATK and DEF, capping at +50 for each from this method
-Global +20 ATK and DEF in addition; becomes +40 for each on 6th and later use
-Movement Power +2
The Focus bonus is a reference to Metroid Samus Return's Melee Counter mechanic. The MC allowed Samus to deal a devastating counterattack, or just plain sock silly an enemy in the middle of windup for an attack valid for the MC--this would be represented by the extra Focus, which if you're wondering is used in GBW3 to determine attack order, and the result here would be more potential for simultaneous strikes or ambushes. Samus would still have to be careful in early game because her power drops would be miserable, but she'd be able to fight back with spacing at least. Or she can just avoid being hit in the first place while she consolidates her power. I also have the Melee Counter's lategame purpose in M:SR, that being to recover Aeion faster, translate into faster offensive CO Meter chargeup, which I have its design space used to give Samus a lategame weakness as well, something to provide emergency Counter Play against her for anybody who can't stop her from developing.
Oh, and a lack of reduction to range fire attack power would also be fitting to Samus's character.
The income requirement values that I use for the permanent boosts are bearing in mind that Game Boy Wars 3 involves the Work Car, which does develop properties to increase their income provisions. That obviously would increase the potential income, so the values are adjusted to where Samus would focus on holding what she already gets, rather than contesting properties to where she can acquire map control. GBW3's environment isn't entirely kind to her either because she can't involve hard counters soon enough due to the Unit Family system. But once she does involve hard countering units? Yep, she can STALL by forcing counter-builds in interest of protecting her Work Cars, which she'd be able to afford better than Kanbei can. And then yes, she would want to set up eventual attrition warfare, helped by how her units will retroactively benefit from the permanent boosts. Oh, and yeah, I also have the primary weapons boosted better by the permanent ATK boosting, to reflect on Samus using Missiles and also getting Beams like the Plasma and Ice Beams, in particular interest of emphasizing Metroid Prime's beam swapping. I also have the permanent boosts be less effective on enemy phase against more competent attacks as a late game blind spot.
Morph Ball is set up as basically what you suggested but with a better DEF improvement at the cost of the Focus bonus being lost to reflect on Morph Ball costing offense, particularly the Melee Counter. Well, more the Charge Beam, really, but even so. Obviously, Adder's Sideslip costs the same to simply provide the +1 Movement Power, but it doesn't mix in an accommodating weakness, or a blatant opportunity cost for that matter, since there's also the big point that each CO Power usage increases the requirements for chargeup, so the Super CO Power is going to be more costly to use.
As for Speed Booster, which is what I'm naming the SCOP, again I'm improving on your ideas. I should note that the reason I am not having a problem with permanently improved DEF is because GBW3 actually balances DEF better by having things like terrain boosts be working as pure subtraction defense, rather than a form of fraction defense like what all 4 AWs use. It also helps to have the permanent DEF be possible to ignore. I also have the SCOP give better temporary boosts, ones that would be in full effect without fail, that would improve on usage of the Power after the cap. And of course, I'm having this reflect on how the Speed Booster is useful for moving around when collecting remaining items, not just for things like Shinespark puzzles.
So yeah, that's how I'd set up Samus Aran's stats, based on the ideas you have come up with, even if what I propose is involving Game Boy Wars 3 design.
What a useless question to ask yourself... I like it.
Sometimes those questions are the ones most fun to ask ;p
I don't know man this sounds less like samus was a co and more like samus is running an army of samus's. I feel a CO's abilities shouldnt' be based on their own powers but rather their personality as a leader and how you think they would recruit and train their shoulders .unless you're telling me samus's entire army are running power suits this samus build just makes no sense to me. IInfact. I think i'll try my own hand at this.