Difference between revisions of "One of Everything"
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{{ParentArticle|[[Schemes]]}} | {{ParentArticle|[[Schemes]]}} | ||
+ | {{Languages|en|One of Everything|fr|One of Everything/fr}} | ||
+ | {{ReplayBox|One_of_Everything_Round_1.WAgame|An example match, Round 1|fontsize=90%}} | ||
+ | {{ReplayBox|One_of_Everything_Round_2.WAgame|Round 2|width=15em|fontsize=90%}} | ||
+ | {{ReplayBox|One_of_Everything_Round_3.WAgame|Round 3|width=15em|fontsize=90%}} | ||
+ | {{ReplayBox|One_of_Everything_Round_4.WAgame|Round 4|width=15em|fontsize=90%}} | ||
+ | {{ReplayBox|One_of_Everything_Round_5.WAgame|Final round|width=15em|fontsize=90%}} | ||
− | + | [[One of Everything]], also known as '''OoE''' or '''1oE''', is a scheme that provides players with precisely one of every weapon, with some of the more powerful weapons being delayed by a few turns. Three rounds must be won to win the match, and anti-stockpiling is turned on, so players must make their limited arsenal last for the entire match. | |
− | This scheme encourages | + | == Description == |
+ | [[Image:One of Everything screenshot.png|thumb|left|When all you've got is one of everything, you just have to use whatever will do the job.]] | ||
+ | {{Game setup|file=One of Everything.wsc|scheme=One of Everything|map=Any open island map|worms=1v1 with 8 worms each or 2v2 with 5 worms per team}} | ||
+ | This scheme encourages players to make the most of what they've got. Using the best weapons early on might give a player an early lead, but it might leave them without the tools to do the job in later rounds. Each turn players need to quickly decide how to kill the most enemy worms at the smallest cost to their weapons stockpile. | ||
− | Despite the full range of highly destructive weapons, this scheme can result in a strategic match and the pace of play quickly changes throughout | + | Despite the full range of highly destructive weapons, this scheme can result in a strategic match and the pace of play quickly changes throughout. Early rounds tend to be violent and chaotic as players try to grab early wins with the most powerful weapons, while the final rounds see an interesting battle between vastly different weapon stockpiles, shaped by what the players have already used in the rounds that have gone before. |
− | + | Rapid flooding at Sudden Death prevents stalemates - for those occasions where players just have nothing left. | |
− | + | The scheme is best played with just two players. Additional players increase the total number of weapons in the game, and to compensate for this the game needs to be lengthened with extra rounds. | |
− | + | There are '''no rules'''. | |
− | + | ||
− | + | The scheme is not currently supported by [[HostingBuddy]]. | |
− | + | ||
− | {{ | + | {{clear}} |
− | + | == Strategy == | |
− | + | There are of course thousands of strategies involved with getting the most out of each individual weapon. But there are also a few big-picture strategies unique to the scheme that players can use to help them win the match: | |
− | + | ||
− | + | * '''Don't waste weapons.''' If a round is destined to be lost, don't bother wasting weapons trying to survive. Save those weapons so you can use them to win a future round. But don't give up and commit suicide either; by hanging around you can force your enemy to use ''their'' weapons to finish you off. | |
− | + | * '''Draw a round with the Armageddon.''' If a round seems hopelessly lost, you might still be able to draw it with the [[Armageddon]] - provided that your opponent doesn't have any suitably buried worms that might survive. | |
− | + | * '''Remember what your opponent has used.''' Then you'll know what they have left. This is particularly important with the most useful of weapons, such as the homing weapons. If you know what your enemy has left, you can keep yourself safe. | |
− | + | * '''Go all out on the third win.''' If you're one round away from winning, then you might as use everything you can to secure the victory. Conversely, if your opponent is one round away from winning, then you need to do everything you can to stop it. | |
− | + | * '''Get the high ground.''' In the final rounds when weapons are sparse, you may need to rely on the flooding at Sudden Death to win, so focus on getting high ground. Saving transport tools is a good idea for this. | |
− | + | ||
− | + | == History == | |
− | + | [[Image:One of Everything WO icon.png|frame|left|WO icon]] | |
− | + | One of Everything was created by [[People/Run|Run]] in November 2005 at the latest, and although the idea has probably been around for a lot longer, this particular scheme is the only known version. | |
− | + | ||
− | + | === Competitive events === | |
− | + | ==== Tournaments ==== | |
− | + | The scheme has featured in competitions, featuring in the [[Worm Olympics]] every year from [http://2010.wormolympics.com/results?scheme=71 2010] to [http://2016.wormolympics.com/results?scheme=71 2016] (except 2011). | |
− | + | ||
− | + | ==== Leagues ==== | |
− | + | It was also the most voted scheme on the second season of [[Experimental Schemes League]] (ESL), being played in the league. | |
− | + | ||
− | + | == External links == | |
− | + | * [http://wahelp.worms2d.info/scheme-oneofeverything.php One of Everything] on Nanacide | |
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Latest revision as of 11:36, 21 May 2024
W:A replay: An example match, Round 1 | |
Download · Info |
W:A replay: Round 2 | |
Download · Info |
W:A replay: Round 3 | |
Download · Info |
W:A replay: Round 4 | |
Download · Info |
W:A replay: Final round | |
Download · Info |
One of Everything, also known as OoE or 1oE, is a scheme that provides players with precisely one of every weapon, with some of the more powerful weapons being delayed by a few turns. Three rounds must be won to win the match, and anti-stockpiling is turned on, so players must make their limited arsenal last for the entire match.
Contents
Description
Game setup |
---|
Scheme |
One of Everything: |
Map |
Any open island map |
Worms |
1v1 with 8 worms each or 2v2 with 5 worms per team |
This scheme encourages players to make the most of what they've got. Using the best weapons early on might give a player an early lead, but it might leave them without the tools to do the job in later rounds. Each turn players need to quickly decide how to kill the most enemy worms at the smallest cost to their weapons stockpile.
Despite the full range of highly destructive weapons, this scheme can result in a strategic match and the pace of play quickly changes throughout. Early rounds tend to be violent and chaotic as players try to grab early wins with the most powerful weapons, while the final rounds see an interesting battle between vastly different weapon stockpiles, shaped by what the players have already used in the rounds that have gone before.
Rapid flooding at Sudden Death prevents stalemates - for those occasions where players just have nothing left.
The scheme is best played with just two players. Additional players increase the total number of weapons in the game, and to compensate for this the game needs to be lengthened with extra rounds.
There are no rules.
The scheme is not currently supported by HostingBuddy.
Strategy
There are of course thousands of strategies involved with getting the most out of each individual weapon. But there are also a few big-picture strategies unique to the scheme that players can use to help them win the match:
- Don't waste weapons. If a round is destined to be lost, don't bother wasting weapons trying to survive. Save those weapons so you can use them to win a future round. But don't give up and commit suicide either; by hanging around you can force your enemy to use their weapons to finish you off.
- Draw a round with the Armageddon. If a round seems hopelessly lost, you might still be able to draw it with the Armageddon - provided that your opponent doesn't have any suitably buried worms that might survive.
- Remember what your opponent has used. Then you'll know what they have left. This is particularly important with the most useful of weapons, such as the homing weapons. If you know what your enemy has left, you can keep yourself safe.
- Go all out on the third win. If you're one round away from winning, then you might as use everything you can to secure the victory. Conversely, if your opponent is one round away from winning, then you need to do everything you can to stop it.
- Get the high ground. In the final rounds when weapons are sparse, you may need to rely on the flooding at Sudden Death to win, so focus on getting high ground. Saving transport tools is a good idea for this.
History
One of Everything was created by Run in November 2005 at the latest, and although the idea has probably been around for a lot longer, this particular scheme is the only known version.
Competitive events
Tournaments
The scheme has featured in competitions, featuring in the Worm Olympics every year from 2010 to 2016 (except 2011).
Leagues
It was also the most voted scheme on the second season of Experimental Schemes League (ESL), being played in the league.
External links
- One of Everything on Nanacide