51 results found
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booby-trapped crates
Simple, just like Worms1 and Worms2, crates that explode when an misadvised worm step over it.
65 votesThis should be easy to add in the new scheme format.
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Place all the worms of your team automatically with the first one (for Races schemes or CTF)
You have to place just the first worm, and all your worms of the team are placed there. Useful for races scheme like TTRR, Big RR, Bungee Race, etc. Even CTF. Could be an option in the host lobby like /ap (auto place). This is different than to mark an area on the map editor or something. Every player choose where to put their entire team.
43 votes -
Add health crates with random amounts
The current settings for health crate amounts range from 0 to 255. I suggest that the setting for 0 be changed to random, which would be from 1hp up to half of the worm's starting hp (e.g 1 to 50).
40 votesMany people seem to like this pretty “random” idea :) Anyway, this should be easy to add in the new scheme format.
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Sudd Death Small Armageddon every Round
A new Sudden Death mode
every Round in Sudden Death came a small Armageddon (1-15 maybe more) meteoroid´s18 votes -
WormPot
Can You Add The WormPot and all its features like in WWP
18 votesPlanned for the new scheme format.
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Allow an option for Damage x2 to be cumulative
Make Damage x2 cumulative, or allow an option for this to be set. So that if you get more than one in the same turn, they multiply again the current damage level :D
17 votes -
Dud mines can be reactivated
In Worms 2 when dud mines were firepunched, baseball batted, (probably dragon ball too), and apparently grave explosions would reactivate them/set their timer off. I always thought it was fun to firepunch a dud mine into someone to set it off... So: could this be a scheme option?
Also, maybe the probability of dud mines could be adjustable (so you could have a map filled with dud mines to bat around or something).
15 votes -
Retreat time seeable for player
I think that the player should be able to see the retreat time clock , as in the Replays
15 votesThis should be easy to add in the new scheme format.
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Option to make water transparent
It would be nice if water could be made transparent so that you can see the land and stuff through it. Especially for casual games, its not really fair if you are playing on some random map and happen to walk into a hole because you couldn't even tell if any land was there or not.
15 votesIf this suggestion went through, it’d need to be done in a way so as not to give anyone an unfair disadvantage.
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Mine fuse for mines placed by players
Make the mines placed by players have the same fuse as the scheme setting (0, 1, 2, 3, random) instead of fixed 3sec fuse. Apply to Mine Strike too.
14 votesThis should be easy to add in the new scheme format.
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Add ability to import fiddler schemes.
I heard this was being considered a while ago. I would really like to be able to mod the weapons, as fiddler won't work for me. (I followed the directions exactly on 4 different computers, no success)
13 votes -
An official "Kill and Steal scheme" (highlander)
All Worms have their own arsenal of weapons. They start with a random weapon and one utility or mode of transport. Weapons are not shared among the team.
When a worm is killed (friend or foe), that worms weapons will become part of the killers arsenal to use in the same turn and all consecutive turns. The ammo renews each turn to 1 for all weapons in the personal arsenal. (shoot does not end turn)
Making chain kills is a good tactic to make you worm even stronger with more weapons!
Aiming for worms who have collected allot of weapons…
9 votes -
Superweapon drop control
To have the option to choose which superweapon will drop and which will not drop. for example i want Magic Bullet crates to drop but not Armageddon or Nuckler Test.
9 votes -
"Last used worm" option
After random worm select (implemented in 3.6.29.0), it would be nice to have "Last used worm" as an option for in-game worms order. It should automatically select the worm which ended the previous turn, instead of the next one. Of course, you can always change it pressing TAB. It would be very useful in schemes like RRs, so you don't have to destroy your TAB button to select your moving worm. =)
7 votesThis should be easy to add in the new scheme format.
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Be able to change what a utility crate can have.
It will be nice to set what do you want to fall in Utility crates , for example , in the classic rubbergame with no weps and lots of crates falling , the Utility "Crateshower" lags a lot and people try to dont collect it.
Just a menu in ammo menu with % too of what type of utility can appear, for example (10% x2 damage , 5% jetpack , 20% low gravity , etc)
7 votesThis will have to wait for the new scheme format, because the current scheme format doesn’t include settings for crate spy / double time / crate shower.
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Make Invisibility more customisable
Invisibility is almost never used in W:A, probably because it's too limited.
It should be able to last regardless weapon usage. The number of turns -or even round time- it lasts should be configurable.
A scheme option should set whether players are able to see invisible team members or not.
Another option could be to let weapons disable opponent invisibility once an invisible worm gets hit.
Perhaps this way invisibility becomes worthy or fun to be used in games.7 votesInstead of making it configurable in every conceivable way, how about we agree on some options which would be useful the most? Everyone seems to agree that having the screen follow invisible worms can be bad… what else?
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Making a "Specialist Worm Mode" from wwp playable here.
Specialist Worm Mode is the wormpot option in wwp that allowed to create a scheme based on that.
Each of the 4 worms in the scheme could carry and use just the weapons specific to it. If a scheme was played with 8 worms, there were 2 specialist worms of each type.
Such scheme required tactic and knowing worm order to determine which worm is which specialist to plan attacks and tactics.
6 votes -
Delayed Weapon/Utility after using it.
It would be nice to delay a weapon in-game after using it some turns (1 , 2 , 3 , etc) or seconds (10, 20 , etc) in /sdet games (rubberworm) and utilities (jetpack , rope , parachute , bungee , etc) , in normal games.
It will be very useful for Real Time games too.
6 votes -
Add a scheme option (in 4.x) to allow arrows to reflect.
Someone suggested this to me on WormNET - I haven't considered whether or not it would be a good idea, though.
I think this would be most usable if they reflected "properly" (like light does) rather than just bouncing back the same direction.
[00:33:02.66] meteor..muzerWA: yeah i have new idea for 4
[00:33:07.00] meteor..muzerWA: reflecting arrows
[00:33:12.76] meteor..muzerWA: its an scheme optin
[00:33:20.46] muzerWA..meteor: reflecting?
[00:33:20.78] meteor..muzerWA: arrows reflect when hittin a place
[00:33:27.14] meteor..muzerWA: yeah
[00:33:28.32] muzerWA..meteor: oh, right
[00:33:31.58] muzerWA..meteor: when do they stop? Lol
[00:33:42.80] meteor..muzerWA: hmm you tell the number
[00:33:47.26] meteor..muzerWA: in the options
[00:33:55.60]…6 votes -
Allow fine-tuning of all numerical options in the game settings screen
I would like to have the ability to fine tune all options in the game settings screen without having to use external scheme editors.
In particular, it would be good if we could set the number of rounds required to win the match to every value between 1 and 9 (at the moment you can't select 4, 6 or 8 rounds to win). Also, it would be nice if we could fine-tune weapon, utility and health crate probabilites (that is, select an exact percentage of a given type of crate falling, rather than the current system of setting probabilities from…
6 votes
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