Headscratchers / Nintendo Wars

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    Planes 

  • Why oh why can a plane not fly over anything, including an immobile pipe, or a submerged submarine?
    • A better question is how can any indirectly-firing unit fire over the pipes that are too high to simply fly over, but only one can hit air units.
      • I think it's because the Artillery and Rocket Trucks only have fixed positions and ammunition, whilst the Missle Trucks have radars and guided missles, therefore necessitating the need of Missle Trucks, because they probably use a special missle type that is super effective against Planes, but absolute garbage against any other troop type.
      • The third game shows that the pipes are not especially high in the Piperunner's attack animation. There is simply no in-story reason why helicopters, fighters and bombers can't fly over them.
    • A submerged submarine is extremely hard to spot; if you spotted one, would you just fly over it or stop to inform command of its position?
      • I take issue with the idea that you can 'stop' a plane in mid-flight.
      • Idle circling around the area. They spot the Submarine, then fly around it since the sub can't shoot back as they relay its position to you.
    • Also weird is how things can't drive under planes.
      • They don't want to get bombed.
      • What about fighter jets?
      • Flight School 101: Turbulence.

    Andy's CO power 
  • Andy's CO power repairs units. In Advance Wars, most units are actually groups of 5 (for example, if you build a "light tank", it is a group of 5 tanks), and damage is represented by some of the members dying.

    Repairing Infantry 
  • On a similar note (also possibly Fridge Horror)... Repairs to tanks, copters, and such could be hand waved as the drivers are fine, it's just the vehicles that need repair. However, how do you explain Infantry/Mechs? Especially when you have them repairing on a city instead of with a CO Power? Are they "refilling" their unit by taking civilians out of the cities?
    • Sensei's power is a paratrooper airdrop; something similar could be in place to reinforce city-occupying units.
    • Could also be that the soldiers aren't all dead until the entire squad is destroyed, the soldiers are just wounded, and 'repairing' them is medical staff tending to the sick and wounded.

    Automated Factories 
  • In Days Of Ruin, the factories are fully automated and build what are implied to be unmanned drones...that's all fine and dandy, but then tell me, why are human solders shown driving them? Furthermore, how do the factories build INFANTRY units?!
    • The factories have your soldiers in them once you capture and secure it. Factories fund and supply weaponry to the soldiers.

    CO Unit 
  • Speaking of Days Of Ruin, I find the concept of CO units a bit weird. No matter how may times the CO unit dies, the CO themself is always completely unharmed and back at the HQ within the space of a single day. I can imagine Will jumping out of a ruined tank or bailing out of an exploding plane, but how on earth does he escape from a sinking submarine? Furthermore, when the CO "boards" Infantry or Mech units, one would assume they are grabbing a rifle and tagging along to fight in their squad, meaning that when the infantry dies, the CO unit is being repeatedly shot until they can no longer remain conscious, and yet they are still good to go the following day. Furthermore, how does every single CO in the game (even young Isabella and Penny) automatically know how to pilot tanks, ships, planes, and fire rifles & bazookas?
    • WMG: The unit in question always has a specially designed escape pod which is capable of returning the commander back to base swiftly. The personnel are willing to sacrifice their lives for the good of the commander and the greater army. In effect, an inversion of Going Down with the Ship.
    • In fact, the entire series has been a bit weird with COs; in the first 3 games, everyone spoke to each other as if they were talking in person and occupying the same space despite being implied to be on opposite sides of the map inside their HQs. For example, after AW2's "Lash Out" mission, Nell tells Sami to "Drag that brat over here", only to find that it was a dummy; did she drag it through the ocean or something?
    • The implication here is that Nell, Sami, and the rest of the command team are enabled to storm the enemy HQ by virtue of routing the enemy or indeed an infantry unit storming the base. Then they can talk with the enemy CO directly... unless said CO has made a tactical withdrawal. Before that, they maintain radio contact to exchange barbs and taunts.

    Naval units and fuel 
  • Why do naval units use fuel even when they're not moving and sink when they run out? Who would design a ship that lacks the buoyancy to stay afloat without fuel? For that matter, why do air units use fuel even when they're over land and not moving? Wouldn't it make more sense to be able to land an aircraft when it's not in use, since it doesn't waste fuel and makes said aircraft harder to spot? (I understand that the former is for gameplay purposes, since a naval unit stranded where land units can't attack it would make maps without any ports or airports unwinnable, but being able to land an aircraft would actually be pretty cool and add a new layer of strategy: "Should I land this helicopter for now and risk making it more vulnerable, or should I use precious fuel to keep it in the air?")
    • Out-of-universe, boats self-destruct when they run out of fuel to avoid map clutter if they're out at sea, an APC can't reach them. In-universe, they're probably being scuttled to protect military secrets (com-codes, maps with positions of friendly units, stuff like that). Also, since you mention buoyancy, ships often require bilge pumps to stay afloat during long trips... but we're talking months/years, not days, so that probably doesn't factor in.
    • "Fuel" in this case might represent rations. At least in Days of Ruin, it's probable that the automated port facilities don't produce warships stocked with provisions, leaving the sailors stuck with whatever they haul aboard, until resupplied.
      • It might be that the seas may be a little rough while you're seamen are sailing around, and Reefs are hard as hell to navigate, therefore leading to the consumption of fuel. Subs fuel rations probably signifies their Air.

    Volcanoes 
  • In Black Hole Rising, Mission 29 ("Rain of Fire") has a gimmick where a volcano would erupt daily, causing damage to any units sitting in an unlucky spot. Whose idea was it to build that many cities at the base of an active volcano?
    • If your question is about the number of cities, maybe it is to represent the idea of many people living here (as well as providing some strategic objectives); if it's about the idea of building a city at the base of an active volcano, well, that's Truth in Television: there are about 4 million people currently living at the base of Mount Vesuvius, fully aware of what happened millenia ago.
      • Geothermal electricity?

     "Kid" Commanders 

  • How does one explain how a kid can be the commander of an army, especially Andy? The guy who seriously used the phrases "What's an airport" and "Really? Continents?"
    • Considering that Andy's power is implied to represent him zipping around the battlefield and personally fixing all of his units, Nell presumably puts up with his incompetence as the price of fielding an impossibly gifted idiot savant mechanic.
    • Also, you could Hand Wave Andy's lines being there mainly to excuse a tutorial for the player's sake, even if it's a bit silly in-universe.

     Black Hole Innovations 

  • Why is Black Hole nearly the only nation that ever seems to design new units? The Neotank, the Piperunner, the Black Bomb, and the Black Boat were all designed by Black Hole. The only new unit that is not taken from Black Hole design is the Megatank, Aircraft Carrier, and Stealth Fighter from Dual Strike.
    • Aside from Olaf's Early Installment Weirdness, I assume the other countries were happy minding their own business and so had no need for developing more war weapons.
    • Conflict drives innovation. It's implied that before Black Hole started messing around, nations were mostly in peace. The tutorial in AW1 implies some of the weapons being produced (like MD Tanks) are relatively recent things. However, until AW2, there had not really been a widespread conflict; even the events of AW1 are relatively small. Meanwhile, Black Hole is a force actively seeking conflict and an advantage over the Allied Nations, so it makes sense they are pouring more into research and development (not to mention having Lash...).

     September 11 attacks causing delay 

  • Why would the September 11 attacks cause the game to be delayed in Europe and Japan? It was released on September 10 in America, so why would a terrorist attack in America delay the game elsewhere?
    • Marketing.
    • Care to elaborate? Was it just because the whole "wars" aspect was Too Soon?

     Army with no CO 
  • So in Days of Ruin, you get maps where you at least begin with no CO, even if someone takes the mantle partway through. How would that work within the game's universe? Unlike allied forces, you can fully control these troops, but who on the battlefield would be telling them what to do?

     The APC 
  • Why can't the APC provide fuel to itself? It is obviously able to provide fuel and ammunition for up to four other units per day. Furthermore, two APCs can keep each other fueled with no issues at all.
    • Possibly, they're supposed to prioritize other units before themselves, so they'd avoid wasting supplies on themselves in case someone else needs them?
  • And for that matter, how does an APC resupply a plane in mid-flight, or as stated before, a submerged sub? ALSO also, an APC never runs out of fuel or ammo to give to other units, but its own fuel count can still run out normally.
    • The subs could maybe be hand waved by having some kind of submersible pods or something that send the supplies down. No idea for planes, though.
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