Well, this might come after 4.0, and it's still unclear which stats would be most useful. It's probably worth thinking about it once we already have ranks in 4.0.
Yes, but currently they'd be VERY easy to fake, so it'd be a wasted effort. We'd need a redesigned WormNET for real stats.
Alternatively, we could make selecting a weapon not cancel hotseat time, and have the pop-up at the top which appears when you select a weapon also mention fuse and bounce settings.
This should be easy to add in the new scheme format.
In 4.0 or whenever the new scheme format will be added, we'll make sure to add an easily-accessible "scheme comparator" feature. This will display the name of a scheme you saved closest to the host's scheme, and a full list of differences - so you'll be able to see such settings outright. Anyway, it would be a problem to add W2-like booby-trapped crates as an option then.
I’m not sure Team17 will let us to just add stuff from the other games, but we can look into implementing custom landscapes, and make those file formats importable.
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.
I agree. The maximum theoretical damage with a Bazooka is 50 (not counting fall damage), but you'd need to make the shell explode in the middle of the worm. Also, the maximum damage of a shotgun blast is 25, but it's considerably easier to achieve.
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.
Ricky: if anything, it'll make it EASIER for new people to find games. In the old times, WormNET had Beginner/Intermediate/Pro channels which would only let people in based on their rank. Newbies could stick around Beginner and find people to play with on their level.
Your question is ambiguous... registering will be optional, and unregistered people won't be able to use registered nicknames. If you meant registering someone's nickname just to steal it before that person, that's what this thread on the Team17 forums is for: http://forum.team17.com/showthread.php?t=3617
AG will most definitely remain unranked. Perhaps #RH and #PT will be merged to a #Tourneys, as that's what they're used for the most currently.AdminCyberShadow (Admin, Worms Armageddon) shared this idea ·
Regarding "amazing"/"brilliant"/etc. - we need to come up with good conditions for when to play them. They shouldn't play too often, and the conditions shouldn't be too hard to implement.
We are thinking about adding a reputation system in W:A 4.0’s WormNET. I’ve written a few ideas here: http://worms2d.info/4/Reputation
A reliable source told me that most "quitters" use snoopers, because they make randomly joining games a lot easier.
This is an interesting idea. Regarding the host, I think it would make more sense to allow the host to end the round (thus forcing everyone to the end-round screen, where the host can change the map, or end the match to change other options, or exit the game back to WormNET).
You know that some CDs only have the "blue" water files, right? We'd rather not add any visual changes which would be visible only to some players.
Many people seem to like this pretty “random” idea :) Anyway, this should be easy to add in the new scheme format.
So you're suggesting that the random amount of health in a crate health be viewable or not? Or, say, only when using Crate Spy?
What do you need this for?
It would be much easier to do this outside W:A, kind-of-like a retranslation bot. That would resolve all the UI design and protocol issues. Would that work as a compromise?
It would work as both a W:A client and host. It would join the game and allow other people to connect to it. It could even be automated to automatically watch the game list during special events, join games and host up "spectation" hosts to which spectators would connect.
Support for per-team ammo and perhaps delay is currently supported by the W:A engine, as seen in missions – thus, this will be made available when support for user-made missions will be added. I’d rather leave out per-team weapon power though.
It'll probably cause more confusion than it's worth. You can't view your weapon's power levels in-game.