Worms Armageddon

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Worms Armageddon

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  1. FoxHound posted about them, but in case of crates' probabilities and there should be power setting too.

    5 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  2. It would be nice if there would be an scheme option for special maps that will turn special color in them on beginning of the game into flames, that will persist 'till the end of game. Probably maps designed in that way will be mostly arcade based, or will be kind of rope race with burning walls(or other will find bunch of new schemes made from this thing... like fire surf shopper :D ). Only problem will be what if worm get stuck into the flames? But I believe that it's not to complicated to find solution for that... first…

    5 votes
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    3 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  3. Like the All crates contain sheep option.

    Except you can choose which weapons exploded crates can set off.

    or alternatively, exploded crates will set-off whichever weapon it contained;
    unless if it contains something like worm select, then it explodes normally.

    5 votes
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    6 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  4. For exemple when you collect a crate and it is cluster bomb. You will receive x3 ammo (not x1 like the bazooka). I think this could be set for each weapon.

    5 votes
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    1 comment  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  5. In schemes like elite, there isn't much diversity in viable superweapons for the team. It's almost always a supersheep. In 4.0, will scheme options be expanded further so you can change the power of superweapons in schemes like elite? AFAIK, you can't touch the power of such weapons in the scheme editor. For example, if we chose moles for the team, will we be able to edit the scheme so the power of moles are 4 or 5? If we choose sheep launcher, can we get 2 instead of 1?

    5 votes
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    2 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  6. This mode would be very fun :) If the Sudden Death is begun, the game become changeable. Players can have either good or bad luck on their turn.
    1. Mines change their fuse from 0 to 5 every turn.
    2. Wind alters its direction during player's actions. Every 15 seconds.
    3. Crates, mines and barrels can suddenly explode (randomly).
    4. Water goes up and down.
    5. Worms' health alters too, from 0 to 255.
    6. Weapons' amount, power, delay and crate percentage change costantly.
    And more...

    4 votes
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    2 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  7. I've seen that you're supporting the Fiddler in version 4. In addition to that, why not support Project X? It's the same software, just with more additions.

    4 votes
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    1 comment  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  8. Maybe it is impossible or Team17 woudln't agree with this idea, but, if company (with Cybershadow) will agree (or it is able to do it in rewritten engine), it'll be fun to play with player, that have team of worms with not the same weapon select, different health, etc.
    And I'll guess nobody will agree with this idea, especially Cybershadow with Team17, due to Worms "standards"

    *I mean worm options (health, treat time after using or dropping weapon, how long can you move your worms, availability to move your worms, ammo stocking, positioning)

    3 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  9. it would be good that you could shoot only when you touched a wall (for wxw) or picked up a crate (shopper/roper). you could even make the walls react when touched.

    3 votes
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    1 comment  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  10. By default, the angle is set to 0 degrees (horizontal aim). But what if I need to set 45 degrees?

    For roping it is better to have horizontal aim for sure, but it would be really nice to have diagonal aims for fast-paced schemes like Hysteria, BnG, and other related schemes.

    P.S. bring the auto reaim from /ts as a scheme option :D

    3 votes
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    1 comment  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  11. 3 votes
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    1 comment  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  12. You can change almost everything...

    3 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  13. maybe for rope races where you have 10 seconds left and come to a huge 20 seconds climb, you skip a turn so those 10 seconds are not lost

    3 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  14. i like the option from Worms2 that Worms were chosen from the game in random order. U needed a complete different tactic for this to win a game.

    3 votes
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    3 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  15. This would make fort games much better. These options would be the same as Worms Forts, but with these changes.
    1. Add all the options currently in the game
    2. Scheme creators pick the look of the buildings
    3. Two sides at maximum (Due to the limitations of 2D graphics)
    4. Scheme creators pick which weapon would require which building
    I hope you implement this!

    3 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  16. split teststuff so to use only the wish option

    3 votes
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    2 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  17. For those that are not aware of this feature in the map editor because
    it has no real use, here it is:

    http://img810.imageshack.us/i/waterq.jpg/

    To elaborate, it would be great if the water level could actually fall
    as well to maybe reveal more land underneath it or maybe even rise again
    afterwards to have some sort of high-tide/low-tide effect. May have some
    interesting effects on certain schemes.

    Topic from T17 forums: http://forum.team17.com/showthread.php?t=40411

    2 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  18. For instance "Intermediate without sudden death" (maybe with a more catchy name). If you create that kind of scheme yourself, it's named as "User defined" (when hosting with HostingBuddy), which often scares away joining players and which altogether is inconvenient, even if in future there'll be a better "summary" of the scheme in the lobby.

    It'd be very helpful to have much more default schemes for normal type games especially! Variations of Intermediate and Elite. One of the best things about WA is the versatility of it, it's dumb to limit it by sticking to the old schemes.

    Here http://worms2d.info/Etiquette

    2 votes
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    4 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  19. The same way that it is possible to set the flooding speed, i think that the poison of the Nuclear Bomb option could be set too. The combination of the flooding speed with the chosen values of the Nuclear Bomb could do a very strategic scheme.

    2 votes
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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  20. -Liberate option: with this option on more weapons may become liberated, for example;

    -Old woman liberated with timer 5
    
    -Pigeon flies randomly away and explodes after 3 seconds or after contact with worm/terrain
    -Crazy cow is released
    -When crate containing a firearm is destroyed some bullets randomly fire away

    Of course the change of happening would be low, so it won’t be annoying. It would add a little extra unpredictability to the game.

    -I would also love to see booby trapped crates back! How about another less damaging booby trap ala Worms 4: Mayhem? Like;
    -25 to 75 health removed…

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