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Worms Armageddon

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  1. 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 vote
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    1 comment  ·  Gameplay  ·  Admin →
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    What 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.

  2. In the same way now you can record an off-line game with comments in the chat box, what if we could add comments to an existing replay file? comments that could be displayed in the chat box as you watch the replay. If it is not something hard to do please consider it, as it'd be extremely useful to teach the strategical side of the game.
    Who wouldn't like to watch a replay of a final after the players added the comments of what they were thinking during each turn?. Moreover, experienced players could check replays of not so experienced…

    7 votes
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    1 comment  ·  Replays  ·  Admin →
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  3. This obviously already exists in the worms coding, otherwise there wouldn't be official missions. What would be great now is giving us the option to create missions like those. Besides the fun of it, imagine that it could be great as a teaching tool.
    Consider making it possible to use .png files.

    11 votes
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  4. 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
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  5. For stuff like destructable / non-destructable terrain, perhaps custom background, ...

    81 votes
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    9 comments  ·  Maps  ·  Admin →
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  6. I dont know if it is already commented, but i couldnt find it.

    The idea is that when someone joins a game instead of dissapear from the WormNet list, it could say something like "Playing" next to his name, so u can see if ur friends are there, and it could be good if u could send a private messege to him while he is playing...

    16 votes
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    This will make more sense when in-progress games will be joinable, which will be the case in 4.0 (players would join as spectators until the end of the match). The suggestion can be done as it is now, but I think it would put too much stress on the current design of the WormNET server, so if this will ever come before 4.0, it will surely come after the new WormNET server supporting flags/ranks.

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

    65 votes
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  9. Worms has a little support for HTML (or WAML if u will). So why not add an address bar and a home page feature.

    I know the whole; let's build a plugin to turn the web into something worms can deal with is out of the question. But there's no reason people can't make a website that holds League stats and news on updates.

    There is a real possibility for improvement by allowing worms to intergrate into webpages. Obviously a few more things might be useful like some way to have a useful log sent to a site as a…

    4 votes
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    1 comment  ·  Admin →
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  10. Team members should be able to let Spectators participate in team-chat while in a game. Could a chat command do this? So it can be toggled in-game.
    Also, a player should be able to let Spectators see their current weapons panel when it's their turn.

    7 votes
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  11. 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 votes
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    Instead 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?

  12. 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 votes
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    5 comments  ·  Gameplay  ·  Admin →
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  13. The volume control in a game acts for both music and sound fx. But the sound fx are a bit louder then the music, which is annoying at times when you just want to listen to the music (which is really great btw).

    Would it be possible to add volume control for just the music inside the game? Kind of like having 2 volume bars, one for sound fx and the other for the music.

    18 votes
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  14. Extra slots should be configurable by the host. This would allow more than (7 - # of Teams) people to be in a game that, for some reason, many people would like to spectate it live (either to look or chat). Examples: popular tournament finals, clan matches with lots of members present from the duelling clans, playoff matches for leagues, matches between clan members with many members online, etc.

    32 votes
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    It would be much easier to do this outside W:A, kind-of-like a retranslation bot. That would resolve all the UI design and protocol issues. Would that work as a compromise?

  15. Downloading the same large map file(more than 500k or maybe 1mb)again and again its preety anoying....how about a map recognising metod??,so you dont have to download the same map twice (maybe comparing the dimensions and the size of the local maps with the host map,so it doesnt matter the name of the file)

    135 votes
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  16. Adding an option to turn on extra eye candy would be nice;
    It could include;
    * Sun/Moon in the background.
    * Day/Night Cycle (dimming screen, brightening, moving sun+moon, changing gradients) for the Above.
    * See Through Water
    * Dock-Style weapons panel instead of standard grid
    * More and Prettier particles on explosions
    * Terrain Debris (blow up some land, little chunks plop into the water)
    * Worm Smears (hitting a worm into a wall hard enough will leave a little pink smudge behind on the wall)
    * Terrain Singes (little black marks left on terrain from petrol bombs, etc)
    *…

    48 votes
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    11 comments  ·  Graphics  ·  Admin →
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    I am changing my stance on this idea… when we switch to OpenGL/true color, adding some simple (optional) additional effects using OpenGL could be possible.

  17. Allow to choose a map from User/SavedLevels directly from the menu before the game (without going into the map editor and loading the map)

    72 votes
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    under review  ·  6 comments  ·  Interface  ·  Admin →
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  18. Sometimes it's not easy to memorize your host's weird weapon power preferences. It would be useful if these settings could be seen in-game too, not only in the lobby.

    Addiotionally, maybe instead of showing the "star-power", the amount of maximum damage could be displayed (or one projectile's damage for multi-projectile weapons like cluster, air strike, etc.)

    13 votes
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    7 comments  ·  Interface  ·  Admin →
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    Damage doesn’t mean anything for some weapons… and most of the time the maximum theoretical damage (considering the RNG may generate any sequence of numbers) isn’t anywhere near the maximum practical damage.

    Also, I’d like to see an idea / concept design of how would power levels would be displayed.

    Update: this idea should be mostly obsoleted by our plans for 4.0 to allow viewing the scheme settings during the game, and the scheme comparator in the game lobby.

  19. from W1:
    --Candy
    --Geiger
    --Junk
    --Mars
    --Nam
    --Snow

    from WWP:
    --Domestic
    --Dinos

    64 votes
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    0 comments  ·  Maps  ·  Admin →
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    I’m not sure Team17 will let us to just add stuff from the other games, but we can look into implementing custom landscapes, and make those file formats importable.

  20. Unused in WA:
    --Worm Strike (air strike with worms as payload)
    --Bible Bomb (massive cluster bomb?)

    Available in W2:
    --Homing Strike (air strike with homing missiles)
    --Homing Cluster (cluster bomb with homing clustlets)
    --Cloned Sheep (herdable sheep)

    Available in WWP:
    --Colour mines/intelligent mines (player does not trigger his own mines)

    35 votes
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    5 comments  ·  Gameplay  ·  Admin →
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    I don’t feel that adding hard-coded gameplay mechanics elements, such as weapons, is part of our goal. This might happen when support for custom weapons (a-la Fiddler) will be added.

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