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.
What if these sounds depended on damage *and* "shot length" based on some formula? E.g. doing 25 damage with shotgun at close range is very easy, but hitting a worm 1500px away might not be.
Shot length would be the whole length of the path of the projectile/animal/etc.
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).
They'd only have to download them once, and only if they want to... :)
Is size a problem when a soundbank is 3-10 MB when most people have hundreds of GBs? :)
I've been asking for this for ages, but no luck so far :(
This is a complicated question. We intend to add this for 4.0, however this is complicated by that it’d be too easy to annoy people with custom soundbanks -therefore they must be easily mute-able.
7 votesAdminDeadcode (Admin, Worms Armageddon) responded
I feel this feature should be integrated with “Allow resuming an on-line match using the replay file”. Part of that feature would involve choosing which frame to start from, and in this case it’d be frame 0. (In the full-featured version of the feature, the difference between this kind of resumption and “secure resumption from a disconnected game at the point of disconnection” would be made obvious to all players before the game started.)
Having said that, it is possible to do this right now with no modification to W:A (and has been since before the betas). I don’t think I should reveal the method here; if used dishonorably, it could give the host quite an unfair advantage. (In fact, I plan to make it impossible once the resumption feature is implemented.)
Doesn't manual worm placement do the same thing? :)
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.
Isn't this also a problem for the weapon screen? The graphics there are broken in case of extra power levels. Showing a 0-255 number for these instead wouldn't be too helpful, because their effect is rather random. I guess they would have to be "rounded" to the closest matching 1-5 level.
Or when you hold a key, the weapon panel could turn into something like this so you can see everything at the same time:
Ranks and secure logins are part of 4.0’s WormNET design. However, I don’t see strong reasons (and lots of counter-reasons) to keep anonymous logins in 4.0. Also, how the ranks, experience etc. are calculated remains an open and very complicated question.
I completely agree with you about trying not to "scare" some people away with rankings. But maybe this could be avoided by keeping #AG unranked. That's where most people hang out now, and when they want to play for ranks or league games, they could just go to another channel for that, like they do now for tournaments.
This will probably go in together with some scripting or other customization (e.g. support for mission files as schemes)
Probably in one or two turns after being destroyed (maybe this could be selectable?). Not after being moved.