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Swordsmantrance (talk | contribs) (→Character Synergy: Wrote about character synergy. Maybe its not good or right, so feel free to edit or remove as desired.) Tag: Visual edit |
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==Strategy== |
==Strategy== |
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==Character Synergy== |
==Character Synergy== |
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+ | Sunset is a board with an abundance of {{Encounter}} panels, totalling 25% of the board overall. While this will help Wins focused characters to consistently build up their Win count, the board is also split down the middle, leaving players heavily at the mercy of the 8 unpredictable {{Warp}} panels. With 4 of these on each side of the board, there is a good chance that hitting a warp panel that will leave the player on the same side of the board, which can make it difficult to chase down specific players, and can also make it hard to reach a {{Home}} panel if the player is unfortunate enough to become stranded on the opposite side. |
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+ | A number of characters can work around the troublesome warp panel issue, however. [[Islay]] is a strong combatant who's passive is somewhat mitigated by the number of encounter panels enabling her to more reliably win battles, and her hyper enables her to fight with players on the other half of the board, allowing her to secure Wins without having to leave her own side of the board. Similarly, though with greater risk, [[Sherry]] can attempt a similar move with her own hyper to claim wins from across the board who would otherwise be a great hassle to reach. |
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+ | Characters like [[Marc]] and [[Marc (Pilot)]] can also benefit from this map's layout, similarly capable of handling themselves with the large number of encounter panels, can also secure wins from the other side of the board without needing to rely on warp panels to chase, through the use of their own hypers. These are more reliable than initiating combat, and have no risk of drawback, guaranteeing safe wins against otherwise unreachable targets. |
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+ | In contrast to characters who can claim wins without needing to move from their space, it can be advantageous to do so, as it can allow the player to control the side of the board they're on more easily. [[Seagull]] and [[Marie Poppo]], for instance, can use their hypers to jump to another player, which allows them to move themselves to a player in a favourable position, allowing quick return to their own side of the board to get back to their own home space. Perhaps most effective of all though, [[Mira]] can use their hyper to mark their own side of the board, allowing them to freely roam the board without worry, knowing they'll be able to more reliably get back to their own side. |
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+ | ==Trivia== |
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+ | *This field is based on Stage 5 of [[Flying Red Barrel]], and this field's background is based on the background used in that stage. |
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{{BoardsList}} |
{{BoardsList}} |
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[[Category:Boards]] |
[[Category:Boards]] |
Revision as of 17:26, 16 June 2021
Nanako
Sunset is a playable field in 100% Orange Juice!, and is one of the 11 stages available from the start of 100% Orange Juice!’s release on Steam.
It is featured in the campaigns during Twilight of the Pilots.
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Strategy
Character Synergy
Sunset is a board with an abundance of Encounter panels, totalling 25% of the board overall. While this will help Wins focused characters to consistently build up their Win count, the board is also split down the middle, leaving players heavily at the mercy of the 8 unpredictable Warp panels. With 4 of these on each side of the board, there is a good chance that hitting a warp panel that will leave the player on the same side of the board, which can make it difficult to chase down specific players, and can also make it hard to reach a Home panel if the player is unfortunate enough to become stranded on the opposite side.
A number of characters can work around the troublesome warp panel issue, however. Islay is a strong combatant who's passive is somewhat mitigated by the number of encounter panels enabling her to more reliably win battles, and her hyper enables her to fight with players on the other half of the board, allowing her to secure Wins without having to leave her own side of the board. Similarly, though with greater risk, Sherry can attempt a similar move with her own hyper to claim wins from across the board who would otherwise be a great hassle to reach.
Characters like Marc and Marc (Pilot) can also benefit from this map's layout, similarly capable of handling themselves with the large number of encounter panels, can also secure wins from the other side of the board without needing to rely on warp panels to chase, through the use of their own hypers. These are more reliable than initiating combat, and have no risk of drawback, guaranteeing safe wins against otherwise unreachable targets.
In contrast to characters who can claim wins without needing to move from their space, it can be advantageous to do so, as it can allow the player to control the side of the board they're on more easily. Seagull and Marie Poppo, for instance, can use their hypers to jump to another player, which allows them to move themselves to a player in a favourable position, allowing quick return to their own side of the board to get back to their own home space. Perhaps most effective of all though, Mira can use their hyper to mark their own side of the board, allowing them to freely roam the board without worry, knowing they'll be able to more reliably get back to their own side.
Trivia
- This field is based on Stage 5 of Flying Red Barrel, and this field's background is based on the background used in that stage.
Template:BoardsList