Worms Armageddon

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Worms Armageddon

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  1. worms in real time, all players playing in the same time

    85 votes
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    8 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  2. 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  ·  Flag idea as inappropriate…  ·  Admin →
  3. 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…

    35 votes
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    7 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  4. 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)

    34 votes
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    5 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →

    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.

  5. The three unused, original weapon sprites - laser, Sheep-on-a-rope and black gun - would be great additions of new weapons with unique mechanics.

    Add them as default weapons.

    My proposals on the weapons' mechanics:
    1) Laser:
    a two-shot weapon with low damage (~15hp);
    fires a laser beam for a certain amount of time (~10sec);
    can be aimed during firing (like the flamethrower);
    the beam will cut through terrain and create a tunnel too small for worms but big enough for animals and other projectiles;
    a worm hit by the beam will get nudged slightly (like the prod);
    the laser beam…

    33 votes
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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →

    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.

    Edit: maybe I should make it clear that just because someone drew these sprites, it’s still not trivial to add them as new weapons. They need to be converted, palletized, added to the graphics archives and redistributed, not to mention all the game engine changes required to make these work.

  6. Idea from here:
    http://forum.team17.com/showthread.php?t=39388

    It 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.

    25 votes
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    9 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →

    If 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.

  7. in Worms 2, when parachute is activated, you could choose which way you shoot your rope, by using the left/right arrows +space..... the angle of the rope was the same as originally shot rope, just like in w:a... but for some reason this feature was disabled when w:a came out... can we bring it back?? will add another level of skill to the game, also: wont have plops in ttrr due to unlucky winds

    16 votes
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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  8. it would be great if we have 4 kinds of mines: normal ones-blast ones-poison mines- cluster mines

    12 votes
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    2 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  9. Though it's probably asking for a bit much and not something you care to work on, I think it'd be awesome if all of Worms 2 and Worms World Party could be integrated into Version 5.0 or further, so that the entire Worms Triple Pack would use a single binary and the updated engine. And possibly convincing Team 17 to re-release the Worms Triple Pack on Steam.

    12 votes
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    2 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  10. New stockpiling mode option that enables restocking weapons after every turn.

    This feature would unlock many new schemes possibilities, especially with multishot (sdet) being part of the game in 3.8 patch.

    12 votes
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    0 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  11. Add missions for 2-4 players and that they will be available in online and lan, or if there will be mission editor/creator for WA, allow it that you can build missions for 2-4 players and give then play with them in online and lan.

    12 votes
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    2 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  12. I would like to be able to skip/surrender after have shot a weapon , if you have 10 secs of retreat and you dont need to move , its annoying to have to wait :P

    12 votes
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    6 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  13. 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
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    0 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  14. 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
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    4 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  15. 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
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    4 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  16. We know that the wind can go left & right. What if it can blow up & down? Of course this have to be an optional setting in the option menus.

    7 votes
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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  17. 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
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    3 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  18. We will have a worthy addition to the game in my opinion :)

    7 votes
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    0 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  19. There are many game schemes that have grown popular and are well-established among the WA players, yet enacting their rules still remains reiiant on informal agreements made between the players, who need to oversee the match and pay attention to whether everyone follows them or not. Having the game engine support for this would be a great feature to implement, and would make the game even more enjoyable.

    6 votes
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    2 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
  20. 6 votes
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    1 comment  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
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