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  1. 9 votes
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    3 comments  ·  Worms Armageddon » Replays  ·  Flag idea as inappropriate…  ·  Admin →
    Maz supported this idea  · 
  2. 5 votes
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    1 comment  ·  Worms Armageddon » Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
    Maz supported this idea  · 
  3. 227 votes
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    under review  ·  33 comments  ·  Worms Armageddon » Replays  ·  Flag idea as inappropriate…  ·  Admin →
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    Maz commented  · 

    The WKB includes a possible implementation of this for you to improve/discuss:

    http://worms2d.info/Resume_Game

    Maz supported this idea  · 
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    Maz commented  · 

    If there's difficulty in getting everyone back online, an option to play a turn offline, and send the replay to a server, for the next turn to be played.

    This would allow a player to make many attempts before selecting the best turn to send. That could be a good thing, allowing 'postal' play.

    Also, maybe permit players who didn't start the game to take over teams, to make things easier.

  4. 135 votes
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    under review  ·  22 comments  ·  Worms Armageddon » Network and WormNET  ·  Flag idea as inappropriate…  ·  Admin →
    Maz supported this idea  · 
  5. 7 votes
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    1 comment  ·  Worms Armageddon » Replays  ·  Flag idea as inappropriate…  ·  Admin →
    Maz supported this idea  · 
  6. 62 votes
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    13 comments  ·  Worms Armageddon » Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
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    Maz commented  · 

    lnsanozuke, Archos: That's fine. I respect your opinions regarding this, and I usually support adding more flexibility to the game.

    There are consequences with this decision, that go beyond choice. If a player forgot to check if it's turned on, collecting a crate could cost him the game, that's what I'm concerned about. But if everyone knows this option's on, go for it.

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    Maz commented  · 

    I wouldn't mind health crates that occasionally could be booby trapped to do damage, but not explode or end a turn. The crate would always keep the worm with a minimum of 1hp.

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    Maz commented  · 

    Team17 removed booby traps from W:A because it disrupts the gameplay, turning the game more into pot luck. And T17 kept getting them while playing Worms2 online.

    There would have to be a larger incentive to collect crates, such as better weapons more frequently, to make it worthwhile.

  7. 40 votes
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    11 comments  ·  Worms Armageddon » Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
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    Maz commented  · 

    There is potentially more depth when thinking about whether to collect a health crate, if you don't know how much health it contains. There could be an element of strategy, if the amount inside were already known before collecting it, making a choice between two health crates left and right, for example.

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    Maz commented  · 

    Actually scrap that, just select the amount as usual, and add an option for health crates to randomly have between 1hp to [amount].

    Maz shared this idea  · 
  8. 7 votes
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    9 comments  ·  Worms Armageddon » Scheme options  ·  Flag idea as inappropriate…  ·  Admin →

    Instead of making it configurable in every conceivable way, how about we agree on some options which would be useful the most? Everyone seems to agree that having the screen follow invisible worms can be bad… what else?

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    Maz commented  · 

    pisto: Just reduce/remove your votes from old/planned ideas, that way the fresh ones come to the top.

  9. 45 votes
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    5 comments  ·  Worms Armageddon » Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
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    Maz commented  · 

    A minor query: If a player's disconnected during a turn, how feasible would it be to transfer control to the teammate to complete the turn?

    @ Malevol3nt: Good point, I hadn't thought of that. Unless an external AI can be programmed to adapt to game types, which would require considerable time and effort, then switching players is the best option.

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    Maz commented  · 

    Perhaps if one side has 2 teams of 4 worms, for example, then it becomes 1 team of 8 worms, that both players can control.

    Or, allow a CPU player to take control, which is a popular choice in many online games.

  10. 13 votes
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    7 comments  ·  Worms Armageddon » Interface  ·  Flag idea as inappropriate…  ·  Admin →

    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.

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    Maz commented  · 

    I think the best option would be to show the power level when needed, for example pressing and holding a key to switch between number of weapons and power levels.

    <a href="http://maz.me.uk/temp/worms/wep_power.png">Concept</a>

    I suggest the levels be displayed in yellow, to distinguish between the two.

    Maz supported this idea  · 
  11. 35 votes
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    5 comments  ·  Worms Armageddon » User missions  ·  Flag idea as inappropriate…  ·  Admin →
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    Maz commented  · 

    Perhaps to keep a minimum number of mines on the terrain, spawning at the start of a turn when it drops below a certain number.