Difference between revisions of "History Eraser"

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If at first you don't succeed... try again, for the first time. Aside from sparking the inevitable witty and confusing chat dialogs about the logic of time travel, this weapon could be ample opportunity for some fancy time-travelly special effects. And the concept of time travel is perfect for Worms.
 
If at first you don't succeed... try again, for the first time. Aside from sparking the inevitable witty and confusing chat dialogs about the logic of time travel, this weapon could be ample opportunity for some fancy time-travelly special effects. And the concept of time travel is perfect for Worms.
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[[Category:Hypothetical weapons]]

Revision as of 11:02, 22 July 2006

Activating this weapon causes the entire game to revert to a former state. A player selects the weapon and activates it with one of his worms during his turn, and the round will then continue from an earlier point in its history. Land that has been destroyed will be returned to its former condition; weapons that have been used will be available once more in player's inventories; worm, mine and barrel positions will be restored. Worms that died will be revived, health will be restored and round time increased.

The game returns to the state that it was at the beginning of the last turn of the player that activates the History Eraser, allowing the last minute or two of the game to be re-written, depending on how long and how many previous turns were.

The player who activated the weapon will then be able to carry out his turn again, as he did before, but will have the opportunity to do something differently.

Time travel is of course impossible. But the illusion of time travel can be manifested by saving details of a game at a particular point in time and then reloading those details when the game is told to by the History Eraser weapon. And saving details of the game at the end of every turn shouldn't be that hard.

The game would need to keep simple details on the location, name, team and health of each worm, barrel, mine, crate and piece of fire. It would then jot down the weapons inventory of each team, the round time, and whether sudden death was activated or not (which could be derived from round time). Details on land deformation would be a bit trickier, it would take far too long for the game to save all the information, including colour information, in the map itself. Instead, it could save space by saving details on where land has been lost, and then compare this with the original undeformed map to recreate the deformed map. Added terrain, such as girders and arrows, have a set number of shapes and colours and so the game would only need to store information on the type of object placed, where and how it was placed, and whether it has been partly destroyed or not.

This information could constantly be over-written each turn.

When the History Eraser is used, the information would be extracted to recreate the entire game as it was when it was saved. The whole process would be just like reloading a Saved Game. Clearly, there are a couple of limits involved in using this weapon. It would not be able to be used at the beginning of the game, as there would have been no previous state for it to return to. A simple, unremovable Delay would solve this. Also, the weapon could not be used shortly after another History Eraser has been used, unless the game is prepared to store and retain information of the game at every point in it's history. This could be solved with a mid-game Delay, and an excuse that using two time resetting devices in a short period would put a hole in the fabric of space-time.

The History Eraser should also be always limited in quantity, so as to prevent the never-ending game.

Lastly, returning to a previous point in time would not restore the weapon that caused the jump back in time, lest the universe collapse in on itself.

The History Eraser would prove to be an invaluable tool, a super weapon of undefined proportions. It could be used to give a player another chance at that tricky manouvre, to undo a mistake, to undo another player's deadly strike or to make use of an opportunity you previously missed. The restriction determining how far exactly back in time you would go is suitable enough to counter-act the huge advantage this weapon would give - the ability to turn the tide of the game before the tide even happened.

The strategic potentials in this weapon are as many as there are strategies in the game entirely. Undoing a turn is as much a strategy as performing the turn itself.

If at first you don't succeed... try again, for the first time. Aside from sparking the inevitable witty and confusing chat dialogs about the logic of time travel, this weapon could be ample opportunity for some fancy time-travelly special effects. And the concept of time travel is perfect for Worms.

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