Talk:Ghost Knocking

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Strangely enough, I found a Ghost Knocking scheme here, which's last modification dates back to 2000, but still, I can't really figure out if the date is authentic or not. I'd say its worth a check, as it would make Ghost Knocking a very old scheme. Balee 00:43, 2 March 2009 (UTC)

Woah nice find. Scheme checks out too... seems the only differences I can spot is a delay of one turn instead of two and an extra teleport. Even Stockpiling is enabled for both, which is interesting since that option would be completely inconsequential. The 5-2 crate balance is the same too! It must be a very old scheme indeed. Run! 07:34, 2 March 2009 (UTC)
Well, the scheme here is the scheme from Worm Olympics, which has been edited to reduce the luck factor by adding 1 more worm, and thus also adding 1 more teleport and 1 turn more delay for rope. So you guys may be right about the age of the scheme. Oh god, I can't believe that this scheme is so old! --Konar6 11:15, 7 March 2009 (UTC)

I have a recorded game of Ghost Knocking dating back to 4 Jan 2001. I remember having the idea for a scheme based on Invisibility, and playing a test game with GARG0YLE to see which weapons out of W:A's full wormage preserved Invisibility (and being disappointed to confirm that it was only Prod, Freeze, and the utilities and movement tools.) I only started recording my W:A online net traffic on 30 Dec 2000, so I have no records of the creation of the scheme. Assuming the old website's zip file has a correct datestamp, this would have happened on 18 Nov 2000 or a bit earlier, which is reasonable enough (although I'd only started playing Worms on 4 Oct 2000.) —Deadcode 20:15, 12 July 2009 (UTC)

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