Board Thread:Wiki Management/@comment-25154254-20150303015220/@comment-1764483-20150306130017

Milesprower2 wrote: Yeah, a few of us already knew about waves.

In PvZ1, and I think in PvZ2's EZs, most levels used a point system where each zombie costs a certain amount of points and each wave has a certain amount of points to spend. I calculated the costs of various zombies, regular is 1, Conehead 2, Buckethead 4, Pole Vaulter 3, Garg 10, Balloon 3 (it should be more), for a few examples.

There was also a weight of each zombie being picked, so weaker zombies are more likely to be chosen while stronger zombies are rarer (to prevent excessive spamming of Gargs, Zombonis and things like that), and there was also a limit to how early certain zombies can spawn. Even though Snorkellers and Dolphin Riders for example cost only a few points, they can't appear until the 10th wave, AKA 1st flag, because they appear in the pool. Ducky Tubers can only appear at about wave 6 or so at the earliest (I've not actually tested that, but it's an estimate), as well.

Plus, each wave appears 20 seconds after the last one, or when enough damage is dealt to the previous wave.

In PvZ2 however, most levels have pre-programmed waves, and only a few variations on the waves that can occur. Plus, it seems that a wave of all or mostly Imps (Imp Dragons, Imp Mermaids or Yeti Imps can cause this) will count as a wave where all zombies are dead already and cause the next wave to spawn early.

AND in PvZ2, most levels in recent stages don't even follow the "ten waves equals one flag" system of PvZ1, except maybe the EZs.

So the wave systems are totally different in the two games. But in short, I do support having information about waves. Maybe even an actual page explaining waves (or two, separating it into waves in PvZ1 and waves in PvZ2) in detail. Is that in response to this?