Worms Armageddon

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Worms Armageddon

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  1. Would be cool if we could somewhere in-game see what is the fuse

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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  2. Make the mine fuses have the ability to carry on into the next turn without the next turn having to wait for the mines to blow.....If using scheme eddy the mines can exceed 5 seconds which is pretty sweet but the turns always wait on the mines....It would be really really cool if the fuses could carry on over and surprise explode after whatever timer you chose for it.........and just for the below dude...project x allows you to designate whatever fuse you want for mines without affecting pre generated mines...

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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  3. 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?

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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  4. It would be cool if clients could download schemes from the host from within the lobby, rather than extracting them from a replay file.

    I guess it would be limited to saved schemes (i.e. not those which display as [User defined]) which the client does not already have (could be checked using the proposed "Display local name for custom schemes present on local PC" feature).

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    0 comments  ·  Interface  ·  Flag idea as inappropriate…  ·  Admin →
  5. Currently, when your turn starts you can see the active worm's health as long as you don't move/choose weapons/etc. If you do something the health bar will vanish and it'll come back if you wait still about 10 seconds. I sometimes forget how much health the particular worm has, it'd be useful if it was shown somewhere during the turn, maybe in the bottom right corner of the screen? Or it could be shown by pressing a key?

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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  6. Retreat time settings specific for:

    1 - Jet Pack (seconds and fuel)
    2 - Parachute (seconds)
    3 - Rope (seconds)
    4 - Bungee (seconds)
    5 - Drop-and-Run weapons [dynamite, mine, etc] (seconds; this way it will not be always 5sec)

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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  7. It would be nice to be able start the Worms Armageddon executable with (very flexible) parameters, so it becomes possible to write custom frontends for the game.

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    0 comments  ·  Interface  ·  Flag idea as inappropriate…  ·  Admin →
  8. Currently, there are a few schemes that are impossible to play with a CPU. Can this be solved by making CPU's able to abide by unofficial rules, such as Shopper or even Walk for Weapons if possible?

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    0 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  9. When enabling this mode, the game mutes every sound effect and music track except for the most important gameplay-related effects: turn-end and mine activation beeps. (Am i missing another one?)
    This way players can listen to music without having to either mute in-game sound or have sound effects disturb the music.

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    1 comment  ·  Sound and music  ·  Flag idea as inappropriate…  ·  Admin →
  10. 1 vote
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    0 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  11. There are a bunch of missions in Worms 2, and for those who own it, it'd be great to play it in an updated engine such as Worms Armageddon 4.x

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    0 comments  ·  User missions  ·  Flag idea as inappropriate…  ·  Admin →
  12. Idea : In the custom map selection (maps in User\SavedLevels), we should have an option to choose randomly the map. It can be useful when you don't know what to choose and want to let the chance to choose the map.

    I hope this idea will be implemented :-)
    Thanks!

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    2 comments  ·  Flag idea as inappropriate…  ·  Admin →
  13. It would be nice to set the crate pobability of the super weapons because some of them can be good to find in a crate for a scheme, but others should never appear (armageddon for exemple in many cases). This should be possible without breaking RubberWorm's schemes.

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    0 comments  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  14. parallax scrolling availability

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    0 comments  ·  Flag idea as inappropriate…  ·  Admin →
  15. How about to add ability to turn worm from side to side while falling, jumping. Optional of course.

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    0 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  16. Size of the crater diameter, lenght of the ninja rope, number of shots of the weapons, gravity value of the Low Gravity, distance that a blowtorch can reach, damage of the weapons, velocity, max angle that a weapon can aim, etc.

    Probably this is very hard to do, but would be amazing! At least some of these settings would be fine! Imagine: a weapon doing a big crater and the damage very small!

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    1 comment  ·  Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  17. 1 vote
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    2 comments  ·  Interface  ·  Flag idea as inappropriate…  ·  Admin →
  18. put different sounds on an events: "player leaves the lobby", "player is being kicked for a lobby"

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    0 comments  ·  Sound and music  ·  Flag idea as inappropriate…  ·  Admin →
  19. It's quite annoying to accidentally click there when clicking the exit button. There should be either a way of disabling this through the advanced options menu, or disable it completely.

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    1 comment  ·  Interface  ·  Flag idea as inappropriate…  ·  Admin →
  20. How about adding ability to toggle worm select while flying on chute.
    Handy feature it would be!

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    0 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
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