Yo, since I understand that a variety of maps is important I think the scheme must be changed, I am currently working on a solution and I came up with some ideas, what I removed out of the scheme were cr8s. That instantly means no cr8 luck anymore.
- Raised the HP to 250 (can be more if games take too long/are too fast over)
- Turn timer still set to 15 (can be adjusted)
The Problem was that no cr8s mean no reason to rope around so I had to get a reason for people to rope around the map. So I came up with a checkpoint like system. Roper maps ALWAYS have 2 islands, that is a fact and I know of no map that has just 1 island (except some w2 rope maps) or 3 islands.
One checkpoint is always the left wall/right wall it depends where YOUR worm stands.
Example:
You hide on the left island, you have to go for the right wall.This system is not that interesting, you don't have to rope around that much like you do with cr8s. So I thought about adding another checkpoint that the person who picked roper can decide (it is his pick, so the one picking should have the freedom of choice). It worked on every map, on some maps you have to make some space but basically you go into the editor and just make a little square (squares are easier to spike/shadow at than just a huge ball), in the lower middle part. So now we have 2 checkpoints. The Middle checkpoint doesn't need to be touched, but you need to connect the rope to it, this will reduce arguments if a player touched the part or not. (Everyone can see if the rope was connected to the square or not)
The cr8 before attack gets replaced by: Checkpoints before attack. It's still CBA

Lets get back to the Example.
Example:
You hide on the left island, you have to go for the right wall. After that you connect to the square in the middle part, THEN you are allowed to attack. The order 1st square or 1st wall is not given. You can decide yourself if you go for the middle checkpoint 1st or go with the wall checkpoint 1st.
Ok now people could say: What if a player picks a map that is so hard the lower skilled player will just wait for the better playing roper to make a mistake. This will be easily countered with a tiny rule: If you don't reach both checkpoints in your turn, you will have to SKIP your turn. This will give the other player the opportunity to safely rope to the 2 checkpoints and then hide top map. The other player will have to skip and next turn gets an easy attack.
It is not a violation of the rules to shoot your weapon and after wards go to the checkpoints. Just don't shoot your opponent. It's still CBA. (Checkpoint before attack)
P.S.: It's still in development, but the few tests I did offline I never ever lost because of luck. It is pure skill. The better roper will always win this game. If you find flaws please tell me. Or if you have a better idea to remove cr8 luck tell me.
In Elite we have removed cr8s, because they dropped at random places and could decide a game. It's time to do the same in Roper!