Worms Armageddon

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  1. booby-trapped crates

    Simple, just like Worms1 and Worms2, crates that explode when an misadvised worm step over it.

    58 votes
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    12 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  2. 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.

    39 votes
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    3 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  3. 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).

    39 votes
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    11 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  4. "Remove wind" scheme option

    For a game like Time Trial Rope Race, removing wind would help eliminate the only luck factor in the scheme.

    26 votes
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    2 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  5. WormPot

    Can You Add The WormPot and all its features like in WWP

    18 votes
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    3 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  6. 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
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    4 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  7. 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´s

    17 votes
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    3 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  8. Retreat time seeable for player

    I think that the player should be able to see the retreat time clock , as in the Replays

    15 votes
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    5 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  9. Using a weapon doesn't end your turn mode

    As Worms World Party has an option for "Using a weapon doesn't end your turn mode", I would like an option for this to be implemented into the gameplay of Worms Armageddon with an option to turn it on or off. However I would also like the turn limit to be controllable instead of 10 seconds.

    I would really like to be able to do Sheep Glitch again.

    15 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  10. 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.

    14 votes
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    2 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  11. 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
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  12. 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.

    13 votes
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    4 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  13. Add rope knocking scheme option

    Instead of always having to leave AG and join PT just to play a game like Elite, perhaps allowing rope knocking as a scheme option would help.

    12 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  14. 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).

    12 votes
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    3 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  15. All objects pushed by explosions

    This feature (in 78 version (3.6.28.17-19)) looks funny and realistic. For example, this very funny with mad cows. That is good to make this as scheme option or teststuff feature...

    11 votes
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    2 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  16. Unlock maximum, full powered wind in both direction

    All the time winds can't get a maximum power in the wind indicator. Would be good to see fully filled wind indicator that will make some variety to the shots. I've seen that feature in a W:A's mission.

    This is small modification, but still some of the shots might be possible to implement and execute. And not only the shots, I suppose.

    Make this feature as a scheme option or extend the logic?

    11 votes
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    1 comment  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  17. 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
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  18. Add gravity options to W:A

    Make low gravity an option when choosing game settings. perhaps build it in to the scheme editor.

    9 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  19. 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
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  20. Sudden death with keeping worm selecting option

    Two alternative features:
    1. having sudden death with worm selecting option being kept
    or
    2. water rising without going into sudden death.

    <infinite Worm Selects (the weapon) is not a solution because they can be used many times in one turn and this would change the gameplay too much>

    8 votes
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    2 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
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