51 results found
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"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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random Worm order
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 votesHow is this suggestion different from the new scheme option added in 3.6.29.0?
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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 -
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 -
Add a new Sudden Death mode: "Fate"
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 -
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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Customisable points-for-weapons scheme
Very similar to the WWP mode, just more customisable.
The biggest theoretical problem I've seen with this is the difficulty of creating a well balanced scheme. The best solution I can think of is to let players edit this scheme in the same way we edit any other scheme, with the addition of being able to change how much each weapon costs and how many "coins" are available.
In this way we wouldn't have to wait until a new beta update in order to play with a different "points for weapons" scheme. Or there could be leagues with a different…1 vote -
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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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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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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