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ichbinsehselber has written:
Another nice feature about a fog game is that you actually can manage to get vision of the enemy bases by your own actions. This may be very difficult or fairly easy depending on the map.

Hellraider wrote:In most RTS games, which are played with Fog of War, you have access to scouting tools. You can divert resources to units/abilities exclusively made for scouting, you can make reads on what the opponent has from just seeing a few units, stuff like that. In AWBW, you can hide all your stuff until the first battle if you want to, which leads to a significant amount of blind guessing and defensive play. You can't do things like pick off vulnerable infantry or threaten to take a property or anything that lets you gain initiative, because you have no idea what actually works and what not. Of course, technically you can, but the expectation value of these attacks will always be far below zero (maybe killing an inf vs maybe lose a tank, for instance) so they would not be viable even for gamblers. In later stages of the game, you cannot really see the weakness in the enemies formation, or the lack of reinforcements on a front, so you have a similar situation there. Also, in most games a similar amount of stuff fighting each other will trade about even usually. In AWBW, the outcome of battles depends on up to the tiniest of details so you will not end up just losing a bit if you make an ill-informed attack, you will most likely lose the game.
That being said, I think that predeployed sight-providers are at least worth testing out, which is basically what is done at the moment. The degree to which they should give vision is variable and might be overdone currently. For instance, it probably is not necessary to have the airports far away backwards + under opponents vision. It is obviously fine to have to take educated guesses, but situations where you can gain a significant advantage just by chance should be avoided. A very simple example which I think I already brought up somewhere, is a capture phase triangle. Recon + normal capturing beats rushing for contested properties + delayed tank beats normal capturing + tank beats recon + normal capturing. Outside of FoW normal capturing + tank is the norm because you can punish the overall funds loss from rushing for contested properties, but in FoW you can't. Another situation is that on maps where fronts are completely separate from each other, you can just get screwed over by a recon killing infantry because you built the tank on the wrong base. The predeployed units are basically there to avoid that.
ichbinsehselber wrote:Another nice feature about a fog game is that you actually can manage to get vision of the enemy bases by your own actions. This may be very difficult or fairly easy depending on the map.

hetchel wrote:On most maps I played, it is difficult. Do you know good FoW maps which feature spying paths that are not easily blocked?

ichbinsehselber wrote:In theory FOW may be more prone to stalemate, but in practice In my FOW games there are no stalemates at all.







Grit Snipe wrote:I agree with you Mr--Clean.But in AW and AW2 i hate the AI since they always know were your units are unless there in a Forest or Reef in FOW.Good thing this website doesint have the AI.![]()
Plus you can Snipe with arrtilery and do sneack attacks in FOW.Which i like.







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