Difference between revisions of "One of Everything"
From Worms Knowledge Base
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{{Weapon setting|Freeze|1|n/a|0|0}} | {{Weapon setting|Freeze|1|n/a|0|0}} | ||
{{Weapon settings end}} | {{Weapon settings end}} | ||
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+ | == Strategy == | ||
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+ | 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 players can use to help them win the match: | ||
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+ | * 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 ''his'' weapons to finish you off. | ||
+ | * Try and remember what weapons your opponent has. 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. | ||
+ | * If you're one round away from winning, then you might as well go all-out and 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. | ||
== History == | == History == | ||
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One of Everything was created by [[People/Run|Run]] a few years ago, and although the idea has probably been around for a lot longer, this particular scheme is the only known version. The concept of a scheme with one of every weapon remains horrifically unpopular, and has yet to be enjoyed by more than two people. | One of Everything was created by [[People/Run|Run]] a few years ago, and although the idea has probably been around for a lot longer, this particular scheme is the only known version. The concept of a scheme with one of every weapon remains horrifically unpopular, and has yet to be enjoyed by more than two people. | ||
− | One reason is that the scheme becomes crowded with more than 2 players. Every additional player brings a whole extra set of weapons, more than the game can be comfortably played with. | + | One reason for this is that the scheme becomes crowded with more than 2 players. Every additional player brings a whole extra set of weapons, more than the game can be comfortably played with. |
− | 2v2 games, where teams share a single set of weapons and fight over who gets to use what, | + | 2v2 games, where teams share a single set of weapons and fight over who gets to use what, would improve the scheme's popularity. But unfortunately this is not yet possible, as the "anti-stockpiling" setting causes teamed players to combine their individual sets of weapons, rather than share a single set - resulting in the same problem of too many weapons. |
Revision as of 16:07, 16 May 2008
As the name suggests, the One of Everything scheme contains precisely one of every weapon. Three rounds are required to win and anti-stockpiling is engaged. Best played with only two teams, so that the game isn't overwhelmed by more than two sets of weapons. Rapid flooding at Sudden Death prevents stalemates.
This scheme encourages the players to make the most of what they've got. Using the best weapons early on might give you an early lead, but it might leave you without the tools to do the job in later rounds. Each turn you'll need to quickly decide how you can kill the most enemy worms at the smallest cost to your 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, 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.
Sometimes if a round is destined to be lost, you can manipulate your opponent into using their weapons to finish you off, while saving your own weapons - giving you a better chance in later rounds.
Scheme settings
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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 players can use to help them win the match:
- 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 his weapons to finish you off.
- Try and remember what weapons your opponent has. 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.
- If you're one round away from winning, then you might as well go all-out and 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.
History
One of Everything was created by Run a few years ago, and although the idea has probably been around for a lot longer, this particular scheme is the only known version. The concept of a scheme with one of every weapon remains horrifically unpopular, and has yet to be enjoyed by more than two people.
One reason for this is that the scheme becomes crowded with more than 2 players. Every additional player brings a whole extra set of weapons, more than the game can be comfortably played with.
2v2 games, where teams share a single set of weapons and fight over who gets to use what, would improve the scheme's popularity. But unfortunately this is not yet possible, as the "anti-stockpiling" setting causes teamed players to combine their individual sets of weapons, rather than share a single set - resulting in the same problem of too many weapons.