Difference between revisions of "Talk:RubberWorm"
From Worms Knowledge Base
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* More starting health. Perhaps by adding a value to each worm when the game begins, since 255 is probably a maximum. | * More starting health. Perhaps by adding a value to each worm when the game begins, since 255 is probably a maximum. | ||
* Delimiting the amount of fire that can be present on a map (some fire disappears if more fire is created elsewhere) | * Delimiting the amount of fire that can be present on a map (some fire disappears if more fire is created elsewhere) | ||
+ | |||
+ | the flames thing is done through a trainer (a progam like wa-hacks if you know it) | ||
+ | http://www.webalice.it/micioptah/ |
Revision as of 18:18, 26 November 2008
Idea dump
Pisto wants as many ideas as possible for RW so i'm going to start up a list here, everyone feel free to add to it Run! 03:10, 13 July 2008 (MST)
- Crates stop falling after N turns
- Crate rate for crate shower decays (5 seconds, then 6, etc)
- Weapon power settings randomly vary throughout the game
- Worms resurrect after N turns dead (so enemy teams have to be killed off within N turns before they start coming back)
- Gravity flips mid-map
- Ability to edit the expiry time for the supersheep so that it can traverse longer distances
- An option for a health penalty on collection of weapon crates (e.g. 10 points deducted when you collect a weapon)
- Points for weapons mode. Each player has 100 points and they have to select their weapons. Each weapon is worth a certain amount of points.
- More starting health. Perhaps by adding a value to each worm when the game begins, since 255 is probably a maximum.
- Delimiting the amount of fire that can be present on a map (some fire disappears if more fire is created elsewhere)
the flames thing is done through a trainer (a progam like wa-hacks if you know it) http://www.webalice.it/micioptah/