Difference between revisions of "Talk:RubberWorm"
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http://www.webalice.it/micioptah/ | http://www.webalice.it/micioptah/ | ||
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+ | == Error in the article == | ||
+ | |||
+ | ==== Loss of control doesn't end turn ==== | ||
+ | : When activated, control of the active worm will not be lost in any circumstances (fall from a great height, weapon explosion, etc) except death. | ||
+ | :: ''Controlled by the {{highlight|second bit}} of the crate probability of Mole Squadron (add {{highlight|1}} to enable).'' | ||
+ | |||
+ | ==== Shot doesn't end turn ==== | ||
+ | : Firing a weapon doesn't end the player's turn. There's no retreat time and you can't control any weapon (such as Sheep or Supersheep) when turn time runs out. | ||
+ | :: ''Controlled by the {{highlight|first bit}} of the crate probability of Mole Squadron (add {{highlight|2}} to enable).'' | ||
+ | ---- | ||
+ | There's a contradiction above, please fix it. I haven't used this program so I don't know how to fix. [[User:Explorer09|Explorer09]] 14:36, 25 September 2009 (UTC) |
Revision as of 14:36, 25 September 2009
Contents
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)
- When "Shot doesn't end turn" option is set, some weapons changes after shooting it, for example when you are shooting a holy, it changes to zooka after the first shot. It would be nice to be able to keep the same weapon you've chosen on the first place.
- Editing the number of weapons you can get from a crate. For example you could get infinite holy granades from one.
- Have a lobby command like /v that shows who has which version of RW.
http://www.webalice.it/micioptah/
Error in the article
Loss of control doesn't end turn
- When activated, control of the active worm will not be lost in any circumstances (fall from a great height, weapon explosion, etc) except death.
- Controlled by the second bit of the crate probability of Mole Squadron (add 1 to enable).
Shot doesn't end turn
- Firing a weapon doesn't end the player's turn. There's no retreat time and you can't control any weapon (such as Sheep or Supersheep) when turn time runs out.
- Controlled by the first bit of the crate probability of Mole Squadron (add 2 to enable).
There's a contradiction above, please fix it. I haven't used this program so I don't know how to fix. Explorer09 14:36, 25 September 2009 (UTC)