Difference between revisions of "Weapons (Worms Unlimited)"
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== Introduction == | == Introduction == | ||
− | + | These pages describe some weapons that might feature in Worms Unlimited. | |
− | + | Ideally, Worms Unlimited would have a powerful scripting feature which would allow its users to effectively create any weapon imaginable - not unlike some existing third-party programs which can create or modify weapons for Worms Armageddon, such as the [[Fiddler]] or [[Project X]]. This would be far more versatile than simply including a fixed set of new weapons. | |
− | + | Would such a feature give ''too much'' versatility? Having fixed weapons with slightly variable settings (the power setting) gives the game a degree of reliability, and assures WormNET players that they know roughly what to expect, and won't be surprised by a handgun that fires bazooka shells, or other absurdities. Giving players the ability to create and use new weapons at will might make it too difficult for other players to find games in which they can be comfortable. | |
− | + | But these issues can be solved with carefully restricted WormNET channels. The simplest version of this solution might be as follows: one channel is restricted to the "default" weapon set that comes with the game, and another channel allows all scripted weapons. A more complex solution might involve a go-between channel, which filters out the awful, unbalanced weapons that people would surely create in extreme numbers. This channel might be restricted only to those scripted weapons that have won community approval (in much the same way as certain schemes have become staples). How this might be implemented though is not discussed here. | |
− | + | Given the infinite possibilities that such a scripting feature would provide, why bother listing any potential weapons at all, as this page does? | |
− | + | The weapon ideas listed below could be considered to be potential additions to the "default" weapon set that would come with Worms Unlimited. These ideas, or the inspirations for them, were collected from community forums and catalogued on Run's Worms Unlimited website (the content of which has since been moved here), and were selected for the perceived fun, balance and strategic value they might bring to the game. | |
+ | |||
+ | Alternatively, the ideas here could be seen as a way to inspire others to create them, should such a powerful scripting feature ever come about in a Worms game (if not Worms Unlimited itself). The wiki nature of these pages allows anyone to 'invent' their own weapons and suggest modifications for any of the existing ideas, and so create a hub of brainstorming for that future possibility. | ||
== Contents == | == Contents == |
Revision as of 11:35, 12 October 2010
Introduction
These pages describe some weapons that might feature in Worms Unlimited.
Ideally, Worms Unlimited would have a powerful scripting feature which would allow its users to effectively create any weapon imaginable - not unlike some existing third-party programs which can create or modify weapons for Worms Armageddon, such as the Fiddler or Project X. This would be far more versatile than simply including a fixed set of new weapons.
Would such a feature give too much versatility? Having fixed weapons with slightly variable settings (the power setting) gives the game a degree of reliability, and assures WormNET players that they know roughly what to expect, and won't be surprised by a handgun that fires bazooka shells, or other absurdities. Giving players the ability to create and use new weapons at will might make it too difficult for other players to find games in which they can be comfortable.
But these issues can be solved with carefully restricted WormNET channels. The simplest version of this solution might be as follows: one channel is restricted to the "default" weapon set that comes with the game, and another channel allows all scripted weapons. A more complex solution might involve a go-between channel, which filters out the awful, unbalanced weapons that people would surely create in extreme numbers. This channel might be restricted only to those scripted weapons that have won community approval (in much the same way as certain schemes have become staples). How this might be implemented though is not discussed here.
Given the infinite possibilities that such a scripting feature would provide, why bother listing any potential weapons at all, as this page does?
The weapon ideas listed below could be considered to be potential additions to the "default" weapon set that would come with Worms Unlimited. These ideas, or the inspirations for them, were collected from community forums and catalogued on Run's Worms Unlimited website (the content of which has since been moved here), and were selected for the perceived fun, balance and strategic value they might bring to the game.
Alternatively, the ideas here could be seen as a way to inspire others to create them, should such a powerful scripting feature ever come about in a Worms game (if not Worms Unlimited itself). The wiki nature of these pages allows anyone to 'invent' their own weapons and suggest modifications for any of the existing ideas, and so create a hub of brainstorming for that future possibility.
Contents
The following articles begin with a basic description of the weapon in use, followed by technical considerations, then strategical implications of the weapon in a Worms environment, and finally end in a comment on its aesthetics and suitability to Worms as an idea.
It should be noted that I often cite programming certain things as being 'simple' in the following articles... take that with a pinch of salt. I am not a programmer; everything I say concerning programming is speculation.