Schemes
April 19, 2024, 05:58 PM

Team Infinity

Team 17 Variant

Scheme #1733, Viewed 1030 Time(s)

Basic Information
Summary
F4
F7
F8
F12
Crate probability
5.3%
5.3%
5.3%
5.3%
5.3%
5.3%
5.3%
5.3%
5.3%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
2.6%
1.3%
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Scheme Rate
Not rated yet
Acronym: Team Infinity
Name: Team 17 Variant
Type: Battle
Submitted by: United Kingdom RobDaZombie

  • Please note that super weapons are on, it means that even if their crate probability in the scheme weapons options are set to 0, there's still chance for them to appear in game.
Download this scheme:
Downloaded 317 time(s).

Time: June 02, 2015, 08:04 AM
Description:
Team Infinity plays much like the original Team 17; you start with a limited selection of weaponry, but crates are dropped every turn, giving each player the opportunity to slowly increase their arsenal. However, there are some simple but very noticeable things to point out in this scheme:

1. Instead of caverns, Team Infinity is always played on open maps, preferably ones with two islands.

2. 2-6 players can participate, with teams of 3-4 worms.

3. A player must win a number of rounds to win the match. The default is three, but this can be increased, so long as all players agree.

4. There is stockpiling, so any weapons you collect are carried into the next round. This applies to the ninja rope as well, so if you don’t use the ninja rope on the first round, you will have two on the second round, and so on.

5. Donor cards are available, giving you the possibility of stealing your opponent’s super weapons!

6. Worms start with 100 energy instead of 150.

7. Round time is one minute, plus one minute for each player, so round time will be between 2 and 6 minutes. As one would expect, sudden death will occur 99% of the time.

8. Turn time is 35 seconds.

9. Water rises very rapidly during Sudden Death, as well as the usual gradual health depletion.

10. NO RULES! You can rope knock, bungee knock, anything knock, and do whatever you like.


With these changes, expect to go through multiple quick-fire rounds, and expect all sorts of strategies taking place. Do you try to kill your opponents as quickly as possible, or focus on crate collecting, so you can be more prepared for the next round? Saving your super weapons may be a good idea… or maybe not because someone just might steal your stuff by collecting your donor card! If you’re on the verge of winning the match, be prepared for the worst, because everyone is bound to gang up on you!

This is Team Infinity. Gather your weapons and show no mercy.
Scheme game options
Game options
100
3
100%
Time options
2
35
5
5
5
Crate options
25
Sudden death options
45
Objects options
10
3
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
0
Suicide Bomber
0
Prod
Inf
Dynamite
0
Mine
0
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
Inf
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
1
Bungee
Inf
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
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Author Topic: Scheme #1733, Team Infinity submitted by RobDaZombie  (Read 1057 times)

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Offline RobDaZombie

Scheme #1733, Team Infinity submitted by RobDaZombie
« on: June 03, 2015, 07:40 AM »
Updated 03-06-15: I have disabled the Longbow Upgrade, so each arrow causes 15 damage instead of 50.