Difference between revisions of "User:FoxHound/Feedback"

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(I'll put this in first because I feel that is what rubberworm's features lacks the most)
(Phenomenons I don't like and order of importance)
Line 2: Line 2:
  
 
== Scheme options ==
 
== Scheme options ==
 +
 +
in order of importance:
  
 
# Be able to set how many shots a turn can 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.
 
# Be able to set how many shots a turn can 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.
# Choose hierarchy of [[Automatically_selected_weapons]]
+
# /arrows included as a scheme option (to see arrows showing the distance of the crates)
# Be able to set Fall Damage values in game menu, something only SchemeEddy and maybe other scheme editors can do right now.
+
 
# Be able to set more than 255 health in the beginning of the game (even without the handicap of the lobby)
 
# 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 the delay), you start with a weapon with a blue parentheses showing how many turns it will last.
 
# WWP [[Wormpot]]s that are still not in the game
 
# WWP [[Wormpot]]s that are still not in the game
 
# Some Worms 2 stuff
 
# Some Worms 2 stuff
# Be able to set health crates appearing during [[Sudden Death]]
+
# Be able to set Fall Damage values in game menu, something only SchemeEddy and maybe other scheme editors can do right now.
# Expiration (the opposite of the delay), you start with a weapon with a blue parentheses showing how many turns it will last.
+
 
# "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.
 
# "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.
# /arrows included as a scheme option (to see arrows showing the distance of the crates)
+
 
 +
== Bugs, glitches or phenomenons I think should be fixed ==
 +
 
 +
# 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.
 
Everytime I think on something I think would be nice to the game I will add here.

Revision as of 08:41, 18 July 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.

Scheme options

in order of importance:

  1. Be able to set how many shots a turn can 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.
  2. /arrows included as a scheme option (to see arrows showing the distance of the crates)
  3. Be able to set more than 255 health in the beginning of the game (even without the handicap of the lobby)
  4. Choose hierarchy of Automatically_selected_weapons
  5. 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.
  6. Expiration (the opposite of the delay), you start with a weapon with a blue parentheses showing how many turns it will last.
  7. WWP Wormpots that are still not in the game
  8. Some Worms 2 stuff
  9. Be able to set Fall Damage values in game menu, something only SchemeEddy and maybe other scheme editors can do right now.
  10. "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.

Bugs, glitches or phenomenons I think should be fixed

  1. 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.

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