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  1. 18 votes
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    This will increase the size of the soundbanks eight-fold, though…

    Also – not before 4.0 (soundback downloads require protocol changes, should go in background even during the game, and there needs to be in-game UI to mute a player’s sound bank).

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    Cammy commented  · 

    If this was implemented like First Last said (Have each worm use it's own sb), then the size of the soundbank wouldn't need to increase at all, though the download still would. How about having the game actually save the downloaded soundbank to the receiving player's Speech folder instead? That way players that play each other frequently would only have to download it once.
    Yet another solution would be to have an available command in the lobby (Like typing /getsb 2) would download the second player's soundbank(s) to your Speech folder. This would also mean never having to download sb's unnecessarily over and over again.
    Yet another way to do it could be via the Context menu; Add and "Extract SoundBanks" button (Which could possibly expand to list involved players), though that would probably require more work to implement than it's worth

  2. 24 votes
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    Cammy commented  · 

    I'd like to see this implemented within the map editor in wa as opposed to having a shaded area in the PNG file itself, mostly because that could screw up games where that specific color happens to be on a map unintentionally; the worms might just be always piled up at a specific spot in a wxw, for example.

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  3. 3 votes
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    Cammy commented  · 

    CyberShadow's right, whatever it's changed to will have to be looped and therefore eventually become boring...

  4. 18 votes
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    Cammy commented  · 

    Good idea. I'm out of votes, though =[

  5. 2 votes
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    Cammy commented  · 

    Do your speakers not have a "Matrix" mode?
    There's a button on my speaker's controller that makes the rear speakers duplicate the front ones (The rear left will duplicate the front left, and the rear right will duplicate the front right when activated)

  6. 3 votes
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    Cammy supported this idea  · 
  7. 6 votes
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    Cammy commented  · 

    Good idea. It could help all those Hysteria games and end up becoming BnG's xD

  8. 7 votes
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    Cammy supported this idea  · 
  9. 1 vote
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    Cammy commented  · 

    http://feedback.worms2d.info/forums/5998-worms-armageddon/suggestions/1361665-allow-the-weapon-box-to-remain-visible-during-turn?ref=comments
    Seems this was already posted, just found it today. Delete button isn't visible on my end, though. Disregard.

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  10. 5 votes
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    Cammy commented  · 

    That could cause problems. though. Like say 3 cows running out of a crate could really ruin a game for a player with all his worms piled in one spot...
    Could work if only one cow ran out though.
    Also, would a crate containing petrol bombs produce a "prominent" fire (That stays for a few turns)?
    Does a grenade explode instantly or after 3 seconds?
    Lots of variables...

  11. 1 vote
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    Cammy commented  · 

    In that case, how about a "restart replay" option? Instead of having to quit and re-load (I know players that use rather weak computers and worms takes a while to load up)

  12. 135 votes
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    Cammy commented  · 

    Going from the P2P system, how about having a way to have the host let a player "suggest" a map?
    Instead of the player telling the host to go and download a specific map, just have that player upload the map to the rest (With the host's permission, of course)

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  13. 6 votes
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    Cammy commented  · 

    I like the warning system better; There are good reasons for quitting, like when the host quits to rehost for another player to join, or because they loaded the wrong scheme by accident

  14. 1 vote
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    Cammy commented  · 

    I think it could work, but the kick should need 50% support (i.e 3 players out of 5 in a game)

  15. 42 votes
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    Cammy supported this idea  ·