Scheme options
This may be asking too much but here they go:
Mystery crates: scheme option that will include mystery crates, as seen in Worms 4: Mayhem. Mystery crates will either be like weapon crates (the easy way, but I see problems with this) or their will be other crates (weapon crate upside down). The crate probability is similar to super weapons.
From Mayhem:
Barrel ‘o’ Laughs – A random barrel will explode.
Big Guns – You will receive a super weapon.
Bring on the Mines – A random number of mines are dropped (or teleported) randomly on the map.
Damage incoming – Your worm receives 25 damage and your turn ends
Global Warming – The water rises a tiny bit.
Hyperactive – Your worm will be able to move really fast.
Medical Insurance – Your worm receives an extra 25 health.
Random Detonation – A random mine detonates on the map.
Reposition Worm – Your worm will be teleported to a different random location on the map.
Sabotage Inventory – A random weapon is taken from your inventory.
Sick it to Them! – All of the worms on all of the other teams will be poisoned.
Team Disease – All of your team will be poisoned.
Super Health – Gives your worm 100 extra health.
Some I thought of myself:
Shake it! – An earthquake occurs.
On the moon – Low gravity is in effect this turn.
Unstable weather – The wind changes this turn.
I think mystery crates might add some additional fun.
Sensitive mines: when a walking weapon walks on top of a mine it will be activated.
It burns!: when a walking weapon walks on fire it will explode (earlier). (It would be great if walking weapons would actually catch on fire, but that’s really asking too much)
Sensitive mines and it burns could be combined. I think people playing Trench Warfare might like this, and I would like it as it opens more possibilities.