Difference between revisions of "User:FoxHound/Feedback"

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(Scheme options: "Save State" or "Antisink even with no sink" feature)
(Scheme options: In battle schemes, this "save state" feature would make people try more risky moves.)
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# Worm Always on Control - It's impossible to a worm loose control, even if the worm is hit by an explosion or by a baseball bat. This change would bring fun to the game. Imagine if you could hit a worm, then press tab to change the worm to the one that is flying by the hit, and then drop bombs, fire the ninja rope in mid air, or simply tap parachute for an instant. Blast yourself with a magic bullet, and then simply start roping around. It would be possible to mix Boom Race with Rope Race in an interesting way.
 
# Worm Always on Control - It's impossible to a worm loose control, even if the worm is hit by an explosion or by a baseball bat. This change would bring fun to the game. Imagine if you could hit a worm, then press tab to change the worm to the one that is flying by the hit, and then drop bombs, fire the ninja rope in mid air, or simply tap parachute for an instant. Blast yourself with a magic bullet, and then simply start roping around. It would be possible to mix Boom Race with Rope Race in an interesting way.
 
# Make girder kills possible again. That old glitch of the worm falling through the terrain was funny to do and actually was used in schemes such as [[Neocombat]]. Now in 3.8 it is impossible to do that. This should be a scheme option.
 
# Make girder kills possible again. That old glitch of the worm falling through the terrain was funny to do and actually was used in schemes such as [[Neocombat]]. Now in 3.8 it is impossible to do that. This should be a scheme option.
# "Save State" or "Antisink even with no sink" feature - By pressing a button, the player will be able to teleport back to the previous position he/she was, exactly like the antisink, but even if the player fall on the land. This could turn races more interesting, even though teleport already is a workaround for that. At the scheme settings, if activated, it would be possible to determine how many times this feature could be used in a match (3 times standard number), or how many times in a row (only one time standard number).
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# "Save State" or "Antisink even with no sink" feature - By pressing a button, the player will be able to teleport back to the previous position he/she was, exactly like the antisink, but even if the player fall on the land. This could turn races more interesting, even though teleport already is a workaround for that. At the scheme settings, if activated, it would be possible to determine how many times this feature could be used in a match (3 times standard number), or how many times in a row (only one time standard number). In battle schemes, this would allow players to do more risky moves, trying a hard shot, a risky fly with the rope as long they do not spent all their "save states". Note that this feature could only be used during the active player's turn. Another thing that could be determined at the scheme settings is if this feature "travel back in (turn) time" or not, like the antisink, in which the time keeps running even after the position reset.
  
 
== During the game ==
 
== During the game ==

Revision as of 02:55, 2 September 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:

Scheme options

  1. 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).
  2. 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).
  3. 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.
  4. 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)
  5. /arrows included as a scheme option (to see arrows showing the distance of the crates)
  6. Be able to set more than 255 health in the beginning of the game (even without the handicap of the lobby)
  7. Choose hierarchy of Automatically_selected_weapons
  8. 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.
  9. Expiration (the opposite of delay), you start with a weapon with a blue parentheses showing how many turns it will last.
  10. WWP Wormpots that are still not in the game
  11. Some Worms 2 stuff
  12. Be able to set Fall Damage values in game menu, something only SchemeEddy and maybe other scheme editors can do right now.
  13. "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.
  14. 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.
  15. Be able to set how many ammo a crate contain of each weapon.
  16. 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.
  17. Worm Always on Control - It's impossible to a worm loose control, even if the worm is hit by an explosion or by a baseball bat. This change would bring fun to the game. Imagine if you could hit a worm, then press tab to change the worm to the one that is flying by the hit, and then drop bombs, fire the ninja rope in mid air, or simply tap parachute for an instant. Blast yourself with a magic bullet, and then simply start roping around. It would be possible to mix Boom Race with Rope Race in an interesting way.
  18. Make girder kills possible again. That old glitch of the worm falling through the terrain was funny to do and actually was used in schemes such as Neocombat. Now in 3.8 it is impossible to do that. This should be a scheme option.
  19. "Save State" or "Antisink even with no sink" feature - By pressing a button, the player will be able to teleport back to the previous position he/she was, exactly like the antisink, but even if the player fall on the land. This could turn races more interesting, even though teleport already is a workaround for that. At the scheme settings, if activated, it would be possible to determine how many times this feature could be used in a match (3 times standard number), or how many times in a row (only one time standard number). In battle schemes, this would allow players to do more risky moves, trying a hard shot, a risky fly with the rope as long they do not spent all their "save states". Note that this feature could only be used during the active player's turn. Another thing that could be determined at the scheme settings is if this feature "travel back in (turn) time" or not, like the antisink, in which the time keeps running even after the position reset.

During the game

  1. 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/description to access during the game. The scheme name could also appear above the timer: "You are playing: Dabble and Fidget". Maybe the scheme settings could be accessed via ESC button menu. People would have more usefulness of their time while it's not their turn.


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

Clumsy, Not-so-good-graphics Hosting Buddy Tutorial NPC concept image

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

  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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