Settings and activity

  1. 6 votes
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    4 comments  ·  Worms Armageddon » Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
    ViolatoR supported this idea  · 
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    ViolatoR commented  · 

    Fun idea. It could be one of the cheats in addition to powered arrows. The arrow will bounce off at least one wall if the arrow is shot at +30 degrees (or whatever) and doesn't hit anything right away. It will continue to ricochet if the angle of attack remains 30-degrees or more difference from the wall it's hitting, and if it still hasn't hit a worm. It's unlikely it will bounce more than once, but the potential is there for maps designed to encourage this.

  2. 3 votes
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    1 comment  ·  Worms Armageddon » Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
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    ViolatoR commented  · 

    This would be a setting that makes crates disappear from the map if they are not collected on the turn in which they drop. This would make any scheme with crate collection a little more challenging because you know if you don't grab it, it won't be there next turn. Same option possible for Health crates as well, such as in Roper schemes, so that getting the crate before the attack is more randomized and fair because there won't be multiple crates on the map. In shoppers, a bad player (or a /AFK player) will often fail to collect their crate which makes it 2 crates on the map on the next persons turn, which highly favors that player for getting a better selection of weapons. This would prevent that from happening.

    An alternative would be: no crate drops on AFK turns.

    ViolatoR shared this idea  · 
  3. 3 votes
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    1 comment  ·  Worms Armageddon » Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
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    ViolatoR commented  · 

    A reverse of weapon-delay: a weapon will only stay in your inventory for x-amount of turns. Players might set it to 1 turn for a Shopper scheme, so that you have to use that weapon on that turn or not at all. No saving the banana for a good pile, or using an "easier" weapon this turn because your opponent is in too good of a hiding spot. Other schemes like T17 might set the weapon dissolve to something like 4 or 5 turns. A Hysteria with crate drops might have it set to 2 turns so they have to use the weapon on their next turn or give it up.

    Of course, Sudden Death would disable this feature in the same way it stop crates from dropping, so that whatever weapons you have (or collect after SD) you get to keep.

    Not sure if this should be set in the Weapon settings area for individual weapons, or have it set in the Options area where it would apply to anything collected from a weapon or even utility crate. Not the health crate, because it would be a little funny if the health disappeared from your worm after your turn ends :D

    ViolatoR shared this idea  · 
  4. 15 votes
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    4 comments  ·  Worms Armageddon » Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  5. 31 votes
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    7 comments  ·  Worms Armageddon » Interface  ·  Flag idea as inappropriate…  ·  Admin →
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    ViolatoR commented  · 

    Yes please put in zooming! And if you have time... an optional minimap that comes up when a hotkey is pressed.

  6. 14 votes
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    5 comments  ·  Worms Armageddon » Scheme options  ·  Flag idea as inappropriate…  ·  Admin →
  7. 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?

  8. 29 votes
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    6 comments  ·  Worms Armageddon  ·  Flag idea as inappropriate…  ·  Admin →
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    ViolatoR commented  · 

    There'e suggestion on here called " Option to change gamecontrols in game" which seems to be the same thing, though yours is worded better. Good idea too.

  9. 1 vote
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    2 comments  ·  Worms Armageddon » Network and WormNET  ·  Flag idea as inappropriate…  ·  Admin →
    ViolatoR shared this idea  ·