Difference between revisions of "User:FoxHound/Feedback"
From Worms Knowledge Base
(More ideas, colored girders and arrows and a scheme settings look up button during the game.) |
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# '''Be able to set how many ammo a crate contain of each weapon.''' | # '''Be able to set how many ammo a crate contain of each weapon.''' | ||
# '''Be able to set [[Super Weapons]] crate probabilities and also modify their powers just like any other weapon. This change would probably invalidate old RubberWorm schemes, though. That could cause old RubberWorm replays to do not work too and this is sad.''' | # '''Be able to set [[Super Weapons]] crate probabilities and also modify their powers just like any other weapon. This change would probably invalidate old RubberWorm schemes, though. That could cause old RubberWorm replays to do not work too and this is sad.''' | ||
− | # Add a reminder of the mine fuse scheme setting near the timer. This way players will not forget so much, they will not ask so much or will not remind others so much at the beginning of a match. Maybe more "reminders" could appear near the timer, but in a form of a button where you could see details of the scheme settings during the match (while it is not your turn). This way, people would know while in game non standard settings of the scheme, reducing surprises and increasing the gameplay level. Another thing that would be interesting is a "reminder" button but with a text of the scheme rules to access during the game. The scheme name could also appear above the timer: "''You are playing: Dabble and Fidget''". | + | # '''Add a reminder of the mine fuse scheme setting near the timer. This way players will not forget so much, they will not ask so much or will not remind others so much at the beginning of a match. Maybe more "reminders" could appear near the timer, but in a form of a button where you could see details of the scheme settings during the match (while it is not your turn). This way, people would know while in game non standard settings of the scheme, reducing surprises and increasing the gameplay level. Another thing that would be interesting is a "reminder" button but with a text of the scheme rules to access during the game. The scheme name could also appear above the timer: "''You are playing: Dabble and Fidget''".''' |
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== Host lobby == | == Host lobby == | ||
Revision as of 21:50, 20 August 2020
The purpose of this page is to list some ideas of mine I think would be nice to see in future versions of the game.
Itens with bold text are important:
Contents
Scheme options
- Be able to set how many shots a turn may have. For example I have ulimited ammo of all weapons, but the scheme allows only 5 shots per turn. Maybe this is something I miss the most when I activate sdet feature. You need to put crates to give you weapons, less ammo or less time, otherwise people would spam a lot of explosions on the map and ruin the game. If this one day will be implemented, I think something like "x5 shots remaining" under the timer would be cool to remind people how many shots the scheme has and how manythe player already used. Also, something that PX has that I think is very interesting, is to determine the number of shots each weapon may have (like the shotgun that has 2 shots or the longbow).
- Be able to set 100% dud mines. It would be interesting for games exploring them (to score hitting them for example or simply as a game with no mines, but with them for fun).
- Be able to set explosive-indestructible mines, or instant-respawning or end-of-turn-respawning mines on the same spot or maybe at random spots (mines explode, but they don't disappear or at least their object count number does not decrease). This would spice boom race or other races in a fair way to all players. BnA would be even more explosive.
- Scheme option to transform player mines into WWP player mines (with colors). Not only mines, but team colored girders and arrows. The same way WWP colored player mines, objects put by a team should appear with its color as a scheme option. This could be used for creative new scheme concepts. And in the case of the mines, it obviously does confuse players with the preset land mines (which may have different fuses)
- /arrows included as a scheme option (to see arrows showing the distance of the crates)
- Be able to set more than 255 health in the beginning of the game (even without the handicap of the lobby)
- Choose hierarchy of Automatically_selected_weapons
- Be able to set health crates appearing during Sudden Death. Now we can make crates do not cure poison, but they stop appearing when this feature would be more valuable.
- Expiration (the opposite of delay), you start with a weapon with a blue parentheses showing how many turns it will last.
- WWP Wormpots that are still not in the game
- Some Worms 2 stuff
- Be able to set Fall Damage values in game menu, something only SchemeEddy and maybe other scheme editors can do right now.
- "No sitting nades" BnG rule, if the hand grenade sits for some fractions of a second, it automatically goes to power 21 and do not cause damage.
- PX's Fog of War feature. This is one of the things PX can do that turns a simple normal game into a very strategic one in a different way.
- Be able to set how many ammo a crate contain of each weapon.
- Be able to set Super Weapons crate probabilities and also modify their powers just like any other weapon. This change would probably invalidate old RubberWorm schemes, though. That could cause old RubberWorm replays to do not work too and this is sad.
- Add a reminder of the mine fuse scheme setting near the timer. This way players will not forget so much, they will not ask so much or will not remind others so much at the beginning of a match. Maybe more "reminders" could appear near the timer, but in a form of a button where you could see details of the scheme settings during the match (while it is not your turn). This way, people would know while in game non standard settings of the scheme, reducing surprises and increasing the gameplay level. Another thing that would be interesting is a "reminder" button but with a text of the scheme rules to access during the game. The scheme name could also appear above the timer: "You are playing: Dabble and Fidget".
Host lobby
This idea is just a trip of mine, probably it is too much thing to do for details, and players might not use it well, or simply don't use it. But, I just want to share what I tought.
Just before hosting (when clicking at the "Host" button) or simply on the lobby screen, the host would be able to select an image which represents the scheme, or have a text box specifically to make something like a Billboard to make clear to the players who join the room what is going to be played, the text box could be useful to inform the players the game rules or a summary of the scheme gameplay. The Image could also be used for that or to show an icon of the scheme. This would easily inform players what the host is attempting to play without needing to look the scheme ammo, delay, crates etc or making the host copy and paste the same thing many times, or writting too much. The image could also give an idea of the host's intentions, or say something about the personality or the mood of the host. Hosting Buddy would automatically select the scheme image/icon with the text box saying the scheme rules or a summary of the gameplay, but it would be possible to change the image/text too.
Hosting Buddy, the NPC teacher
Alongside with its partner, Help bot, Hosting Buddy would act as an Etiquette, WormNET scheme/game focused tutorial NPC, teaching people how to behave correctly in WormNET, and help them with game/match/scheme/host issues.
An example of a Hosting Buddy message (somehow like a NPC of WormNET):
Welcome to Dogma's game, player. We are going to play a battle game called Shopper. This is a Ruled Game. If you don't know the rules, please read about them before playing this scheme on Shopper WKB's article. Do not disturb the experience of other players.
inspirational "New Jumanji" movie scene
Bugs, glitches, or phenomena I think should be changed
- When RubberWorm's feature of falling more than one crate per turn is activated, it often appears one juxtaposed at the other (two crates very close together seeming to be inside the other).
Everytime I think on something I think would be nice to the game I will add here.