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11 results found
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9 votesMaz supported this idea ·
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5 votesMaz supported this idea ·
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230 votes
An error occurred while saving the comment Maz supported this idea ·An error occurred while saving the comment Maz commentedIf 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.
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135 votesMaz supported this idea ·
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7 votesMaz supported this idea ·
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65 votes
This should be easy to add in the new scheme format.
An error occurred while saving the comment Maz commentedlnsanozuke, 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.
An error occurred while saving the comment Maz commentedI 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.
An error occurred while saving the comment Maz commentedTeam17 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.
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40 votes
Many people seem to like this pretty “random” idea :) Anyway, this should be easy to add in the new scheme format.
An error occurred while saving the comment Maz commentedThere 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.
An error occurred while saving the comment Maz commentedActually 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 · -
7 votes
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?
An error occurred while saving the comment Maz commentedpisto: Just reduce/remove your votes from old/planned ideas, that way the fresh ones come to the top.
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45 votes
Transferring control “live” will probably be untrivial. We’ll probably make taking over someone’s teams possible with the resume-from-replay feature ( http://feedback.worms2d.info/pages/general/suggestions/72462 ).
Update: this is planned for 4.0, along with being able to reconnect to the game and get back control over your surrendered team.
An error occurred while saving the comment Maz commentedA 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.
An error occurred while saving the comment Maz commentedPerhaps 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.
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13 votes
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.
An error occurred while saving the comment Maz commentedI 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 · -
35 votes
This will probably go in together with some scripting or other customization (e.g. support for mission files as schemes)
An error occurred while saving the comment Maz commentedPerhaps to keep a minimum number of mines on the terrain, spawning at the start of a turn when it drops below a certain number.
The WKB includes a possible implementation of this for you to improve/discuss:
http://worms2d.info/Resume_Game