It would be neat if you could 'pause' it at the end of your turn, but the other players could take their turns and the pause would kick in at the start of your next go. If it was a really important match you'd probably not want it to do that because you'd miss out on information, but it would be handy for casual play.
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).
It's not 3-10MB, though, is it? Each player has to download individual soundbanks for anywhere up to or above 40 worms. That's 100MB per game, potentially.
Really can't see it happening. It's a lot of work for an entirely cosmetic feature.
Isn't there already a worms:// or wa:// (I forget which) protocol that you can use to get this functionality from the other side -- i.e., letting webpages launch games of Worms rather than letting the game render webpages? Expanding that would seem easier than building a webbrowser into the game.
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.
I am changing my stance on this idea… when we switch to OpenGL/true color, adding some simple (optional) additional effects using OpenGL could be possible.
Some of this would be really neat, but most of it I think would be somewhere between incidental and annoying. In any case, I wouldn't prioritise it over gameplay changes.
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.
Once the fiddler-style customisation is added, it'll be impossible and unhelpful to say 'this weapon typically does X damage'. If there's a way of summarising a weapon clearly and succinctly in text or graphics then that would be useful for explaining schemes and would make a nice 'expanded status bar' style panel to summarise weapons somewhere.
This will probably go in together with some scripting or other customization (e.g. support for mission files as schemes)