62 results found
-
Have a way to "Sticky" the weapon tray.
Have a key combination to make the Weapon tray not go away (Like with the Chat Box)
This may take up space and some players may not like it, but that's why it's an option and not a toggle
- Ctrl+Right Click
- Alt+Enter
- Some other comboAn alternate would be to have a setting that'll open the tray when a crate is picked up
1 vote -
Kinds of poison
I would like the idea of can change the kind of skunk that u throw (by pressing a number) , a example of diferent poison can be these :
A poison that makes the worms affected to fall asleep.
The sleepy worm cant move or attack , and he wont wake up ever until it got pushed or attacked.If you only have 1 worm and it falls asleep , a nearby explosion , drop or shout can wake up it.
A poison that can paralize a worm. The worms affected by this poison wont be able to move (they…
11 votes -
poison mines and blast mines like mayhem
it would be great if we have 4 kinds of mines: normal ones-blast ones-poison mines- cluster mines
12 votes -
Can change the "distance" of some weapons
I would like to be able to change The "distance" of some weapons , for example , how much does the drill dig , how much you can move with the blowtorch , The distance of kamikaze , the distance of rope , how far does the dragon ball go , etc.
It could be selected in pixels.
4 votes -
Light roof hits end turns
I think that only harsh hits to the roof should end the turn. Sometimes, when barely hitting the roof, players even lose their turns without knowing what happened. Is there any chance that this will be changed by default, or will there just be an option to change it?
1 vote -
Allow the AI to use more weapons
There are alot of weapons in game which the AI cannot use. Some weapons follow simular opperational techniques as others (such as Priceless Ming Vase being used like Dynamite)
Further more, it appears that the AI will not use some of its weapons until it runs out of ammo for others. For example, the AI wont use Cluster bombs till its out of ammo for Grenades. Could the AI be made to work out which weapon would be better rarther than just using what's next?If this would make too much of a change to things like missions, then this…
41 votes -
Change positions of weapons in weapons panel
I often hear people saying how having teleport in F8 causes problems when switchin between rope and parachute in rope races.
Simply add it so each weapon can be switched around. Like you could switch around the places of tele and girder or something else
9 votes -
Terrain Underwater
It would be nice if we have the option of Terrain Underwater , so weps lke homing missile will destroy impacting on it.
In t17 it wont be nice but yes in others , to make more real.
3 votes -
Red Girder
Can you make red the girder when it is too far away from the worm?
"Color alert" would save precious time to position girder!9 votes“Girder assist” in TestStuff doesn’t allow you to move the mouse cursor outside of the valid girder range.
-
The more Damage you inflict, the larger the explosion of the dyign worm.
So say an enemy worm has 5 life left and you sheep him and he loses 60. He should explode much larger then if you use a shotgun to kill him.
2 votes -
Allow "Amazing", "Brilliant"... sounds to be played when maximum damage is dealt.
Idea from here:
http://forum.team17.com/showthread.php?t=39388It is said that these sounds are completely disabled in 3.6.29.0. However, I hope it can be re-enabled in a different condition -- if the player has dealt 100% (not 50%) the maximum damage possible from an exploding projectile.
27 votesIf you’d like to see this idea implemented, we need to decide when each of these sounds should be played. The proposed idea (100% practical damage, possibly at long distances) is good but it doesn’t mention how the sound is chosen. It’d be nice to get a discussion going with some ideas for each, but nothing too hard to implement. You may want to also check how these sounds appear in other soundbanks, as well.
-
defining turn order
Who would like the ability to define the turn order rather then have it always be random? add an extra coloumn of boxes next to the health bias/team colour containing numbers from 1 - 6 determining turn order.
2 votes -
Worms in real time
worms in real time, all players playing in the same time
91 votesWe want to add this in 4.0 (write the network code to allow it)… of course, it needs lots of design work to make it playable and enjoyable…
-
Option to skip worms Deaths Animations
When LOADS of worms are killed in one turn, it can take ages to go through all the animations of the worms dying. Include an option to skip these completely or speed them up. I guess this would be controlled by the host.
7 votes -
have crate spy on, even when its not your turn
What i mean is, when your online, and when you get crate spy, you can only see on your turn. It would be better (in my opinion) if it could be on, even when its not your turn, and when all your teams dead too!
3 votes -
Change TS so it doesn't stop the moving worm
In TS5, when any other worm gets hit, the active player gets stopped and then the damage gets calculated for the other worms. This is annoying in rope games when the active worm just freezes in the middle of roping. Can you change this behaviour so it doesn't freeze the player when damage to the other worms occure?
4 votes -
Allow Instant Ultilities to be taken into the next turn
For example, if you Teleport on top of a Ultilty Crate and you get Double Damage, you won't be able to use it as it will end your turn.
But if you can carry it into the next turn, you will be able to utilize this Ultility properly.3 votes -
Feature allowing shot to be taken again for practice
On shots that are really touch-and-go but you're sure you can make, its often gutting that you miss and can't recreate the conditions to try again. A feature to 'rewind' or reset the worms, landscape and wind to what it was before the shot was taken (i.e. allow it to be taken again) would be great for practice. Obviously only applicable to single player/fun games.
5 votes -
Support action replays in online matches
An option to have action replays in an online game. This feature is available in offline games and usually happens when a player makes multiple kills or calls a replay manually using the R key. I imagine it was disallowed from happening online due to network code and keeping the game short, as was the parachute being removed from crate drops.
The feature would be best as an option, which would be disabled by default. The host should be able to cancel an action replay using Escape.
I ask for this option because many times have I wished, during games…
1 voteWhat would trigger an instant replay? Just the default conditions? How would they be skippable, if at all? To maintain sync, everyone should be seeing the same stuff. This is probably untrivial to implement even with the simplest answers to those questions.
-
2v2 Anti-quitter system
when u play a 2v2 game, sometimes one of the players quit the game,desync or disconnects form the host.So, how about letting his teammate control his team??
45 votesTransferring control “live” will probably be untrivial. We’ll probably make taking over someone’s teams possible with the resume-from-replay feature ( http://feedback.worms2d.info/pages/general/suggestions/72462 ).
Update: this is planned for 4.0, along with being able to reconnect to the game and get back control over your surrendered team.
- Don't see your idea?