Difference between revisions of "Sudden Death"
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{{ParentArticle|[[Game logic]]}} | {{ParentArticle|[[Game logic]]}} | ||
− | + | ||
+ | '''Sudden Death''' (sometimes referred as '''SD''' in [[Terminology|worms terminology]]) is a phenomenum that changes the scenario significantly during a round of a match (usually harsh conditions), what can be used strategically. It happens when the determined ''[[Game_scheme_file#Options|Round Time]]'' of a [[Schemes|scheme]] was not sufficient to determine a winner, so it is usually a mechanism of the game to shorten the playtime, by making it easier for players or hazards to end the round. The Sudden Death can also be used to end the game instantly and determine a winner based on the scheme criteria. Some schemes (such as [[Sudden Sinking]] and [[Armageddon (scheme)|Armageddon]]) start the gameplay with Sudden Death, in others, it is irrelevant. | ||
== Sudden Death options == | == Sudden Death options == | ||
− | |||
The available options for Sudden Death are: | The available options for Sudden Death are: | ||
− | * Round ends (no | + | * Round ends (the strongest team wins - according to the game logic, but the rules of a scheme might use other criteria) |
+ | * Nuclear bomb (worms are [[poison]]ed, but unlike the [[Nuclear Bomb|Nuclear Bomb weapon]], no flooding occurs)<!--note for editors: schemes such as Sudden Sinking and Armageddon already do the flooding pre-match; this is handled in additional options--> | ||
* Worm health reduced to a single point on all worms | * Worm health reduced to a single point on all worms | ||
− | |||
* No energy is lost | * No energy is lost | ||
− | An additional option, independent of those above, controls the speed at which the water rises at Sudden Death | + | <gallery widths="100px"> |
+ | File:SuddenDeathOff (WA).png|Sudden Death Off | ||
+ | File:SuddenDeathNuke (WA).png|Nuclear bomb | ||
+ | File:SuddenDeathOneHealth (WA).png|1 HP | ||
+ | File:SuddenDeathSinking (WA).png|Flooding (no energy is lost) | ||
+ | </gallery> | ||
+ | |||
+ | An additional option, independent of those above, controls the speed at which the water rises at Sudden Death. By default, the speed of flooding during Sudden Death is either 0, 1, 2, or 3, but can be modified using an external scheme editor; for further information, see the "flooding speed" section below. | ||
+ | <gallery widths="100px"> | ||
+ | SuddenDeathFlooding 0.png|Flooding off | ||
+ | SuddenDeathFlooding 1.png|Slow (5px/turn) | ||
+ | SuddenDeathFlooding 2.png|Moderate (20px/turn) | ||
+ | SuddenDeathFlooding 3.png|Fast (45px/turn) | ||
+ | </gallery> | ||
== Timing of Sudden Death == | == Timing of Sudden Death == | ||
− | |||
* Sudden Death always occurs between turns, never during a turn. | * Sudden Death always occurs between turns, never during a turn. | ||
* Sudden Death never occurs before the Sudden Death clock runs to zero. | * Sudden Death never occurs before the Sudden Death clock runs to zero. | ||
Line 20: | Line 32: | ||
== Flooding speed == | == Flooding speed == | ||
− | + | Using an external scheme editor, the byte value which controls the speed of flooding at sudden death can be changed to values other than 0, 1, 2, or 3. The following table shows the available flooding speeds and their corresponding byte values; the formula being WRSPEED = ((WRBYTE pow 2) * 5) mod 256. | |
− | Using an external scheme editor, the byte value which controls the speed of flooding at sudden death can be changed to values other than 0, 1, 2, or 3. The following table shows the available flooding speeds and their corresponding byte values. | + | |
{| class="toccolours collapsible collapsed" width="220px" | {| class="toccolours collapsible collapsed" width="220px" |
Latest revision as of 19:11, 7 September 2024
Sudden Death (sometimes referred as SD in worms terminology) is a phenomenum that changes the scenario significantly during a round of a match (usually harsh conditions), what can be used strategically. It happens when the determined Round Time of a scheme was not sufficient to determine a winner, so it is usually a mechanism of the game to shorten the playtime, by making it easier for players or hazards to end the round. The Sudden Death can also be used to end the game instantly and determine a winner based on the scheme criteria. Some schemes (such as Sudden Sinking and Armageddon) start the gameplay with Sudden Death, in others, it is irrelevant.
Sudden Death options
The available options for Sudden Death are:
- Round ends (the strongest team wins - according to the game logic, but the rules of a scheme might use other criteria)
- Nuclear bomb (worms are poisoned, but unlike the Nuclear Bomb weapon, no flooding occurs)
- Worm health reduced to a single point on all worms
- No energy is lost
An additional option, independent of those above, controls the speed at which the water rises at Sudden Death. By default, the speed of flooding during Sudden Death is either 0, 1, 2, or 3, but can be modified using an external scheme editor; for further information, see the "flooding speed" section below.
Timing of Sudden Death
- Sudden Death always occurs between turns, never during a turn.
- Sudden Death never occurs before the Sudden Death clock runs to zero.
- Sudden Death will not always occur immediately after the turn during which the clock runs to zero. Rather, the precise timing of Sudden Death is determined randomly, and will occur after one of the turns shortly afterwards. (elaboration needed)
Flooding speed
Using an external scheme editor, the byte value which controls the speed of flooding at sudden death can be changed to values other than 0, 1, 2, or 3. The following table shows the available flooding speeds and their corresponding byte values; the formula being WRSPEED = ((WRBYTE pow 2) * 5) mod 256.
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