Difference between revisions of "User:Mr. Fataled/Weapons, utilities and power-ups"

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| [[User:Mr. Fataled/Super Bunker Buster|Super Bunker Buster]] || Upgrade version of normal one, that drill faster and deeper, and releases fire after explosions. Super-weapon || Air strike
 
| [[User:Mr. Fataled/Super Bunker Buster|Super Bunker Buster]] || Upgrade version of normal one, that drill faster and deeper, and releases fire after explosions. Super-weapon || Air strike
 
|-
 
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| [[User:Mr. Fataled/Knifes|Knifes]] || They have little damage, but can be used twice per turn || Close combat
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| [[User:Mr. Fataled/Knives|Knives]] || They have little damage, but can be used twice per turn || Close combat
 
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|-
 
| [[User:Mr. Fataled/Vampire Bite|Vampire Bite]] || Has a little damage, but all of it will turn into health for your worm || Close combat
 
| [[User:Mr. Fataled/Vampire Bite|Vampire Bite]] || Has a little damage, but all of it will turn into health for your worm || Close combat

Revision as of 10:08, 5 January 2022

A new Worms game can't have no new weapons. Or utilites. Or power-ups. Wait, what's the difference?

Well, in original Worms Armageddon, only a few things were called utilites. Not it's everything that not hurts or it's not its general purpose (such as Ninja Rope, Girder, Blowtorch etc).

What about power-ups? Well, they're are basicly renamed instant use utilites and now they have separate power-up create, because it was strange for me that one create type can contain both inventory items and instant use.

Interface problems

Even thought so many weapons and utilites cannot be used in any way, their amount will still be too big for a small panel that we have in Armageddon. I currently have two solutions.

The first one, is a big panel. Yes, it will took a lot of screen space, especially on laptops, but! I have one interesting idea. What if we will divide it not only with "rows", in which you can choose weapons with buttons F1-F12, but also into "columns", in which you can choose weapons by buttons 1-0. You can also press these buttons at the same time to get weapon you need immideantly. It may be even faster than we have now, but again, it would take an insane amount of screen space.

Another one, is creating multiple small menus, between which you can switch. It would free a screen space, but it would take some additional time to switch between them, and also, you need to keep in mind what panel you currently have.

List

[To-do: fill out]

Later I' create an article for each of them, but now, I have no time.

Weapons

Weapon Short Description Type
Ferrets Releases one or more ferrets that can walk on walls Animal
Sheep-on-a-rope Sheep that you can control with a ninja rope Animal
Bunker Buster Releases a large rocket from a jet that drills through the landscape Air strike
Bovine Blitz Releases up to five cows, each at any time you wish. Super-weapon Other
Super Bunker Buster Upgrade version of normal one, that drill faster and deeper, and releases fire after explosions. Super-weapon Air strike
Knives They have little damage, but can be used twice per turn Close combat
Vampire Bite Has a little damage, but all of it will turn into health for your worm Close combat
Sticky Mine Mine that can stick to the ground Drop'n'run
Worm Trap Damages worms after catching it, and then damages it each turn, until will come the turn of the trapped worm itself Drop'n'run
Laser Slowly digs throught the ground, while damaging worms and objects Other
Infernal Beam Upgraded version of Laser, that digs faster and while doing this, releases fire. Super-weapon Other
Drill Rocket A projectile that drills throught the ground Projectile
Sticky Grenade A grenade that can stick to the ground or objects Projectile

Utilites

Utility Short Description Type
TBA TBA TBA

Power-ups

Power-up Short Description
TBA TBA
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