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Author Topic: Kaos story - Part 1 (rubberworm legacy)  (Read 514 times)

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Offline Dream Trance

Kaos story - Part 1 (rubberworm legacy)
« on: July 06, 2018, 12:30 AM »
So what actually is what goes by the name of kaos in worms community?

It all begun in 2009 in the era of rubberworm schemes with a concept idea for a dynamic scheme that will allow to build your arsenal and use it to destroy your opponents.
This idea was born in the minds of italian normal-pro community of players from now inactive wormsmania forum who were true to the user created normal-oriented creative schemes with a twist.

I was shown that concept scheme made by Mr Kaos player and went beyond with it, I went further to tweak it a bit and make it playable by wider community.
Thus a kaos was born, a multishot action-paced tactical normal-oriented scheme made to expand normal-pro oriented players' possibilities to combine attacks freely in a more sophisticated way rather than it was just one shot while still remaining a tactically friendly battle.

The development process started and never stopped so far in order to constantly improve it as well as the tactical potential it offers.

This thread is a bit of a story, but also presents many details about the scheme itself, so treat it as a complete knowledge base and chronological changelog.

As you all know the kaos we know today offers 60 second turns to make the most of it in order to gain tactical / positional / worm-number or whatever else advantage over your opponents and win match in the end.
The worms are selectable before turn to give more freedom and open possibilities for a dynamic action and constant access to items available.
There are 8 worms with 200 health points of initial energy in order to work a bit on a kill as well as on the overall victory with above-average weapon management than if it was just a few starting worms.
At the start you get just infinite bungee and that's it, you need to use your creativity skills and thorough item knowledge to build your arsenal and fight your way to the final success.
However your arsenal does not vanish when not used once a round ends, but it transfers through thanks to stockpiling option to make the full match a whole tactical process where every turn matters and nothing is lost without a reason and not just a separate streak of rounds.
The whole match is won when a player wins at least 3 or 5 rounds to decrease a possibility of anything accidental affecting a final win in the long term to assure that a victory is always deserved.

It is suggested to avoid sudden death mode to allow each round to be won without the restrictions it offers.
Also land objects such as oil drums and mines are suggested not to be present in order to eliminate the game factor of deciding about initial map-traps.

Finally, a trademark setting allowing multishot within a turn as well as staying in control even if a worm is hurt in any way (including fall damage)

These are the most basic settings that describe what it's like, what is more - the game physics remain default and there are no gravity or whatever else physics modifications caused by rubberworm settings.

The scheme development passed many stages and various settings configurations that are additional to what was written so far, I will only describe where the development process is by now.

Most of you know the final official classic version more less, however the development of that simply couldn't go any more beyond, the limits were reached, and only Project X was offering another layer of possibilities expansion, so the development continued with the use of it.

The goal is to make the scheme even more exciting and balanced while staying true to the main idea - to provide a tactical and intense action fun for the normal-pro oriented players.

There is some freedom in following settings, it is up to anyone what flavour will their version have. I'll just focus on the official route it took.

So getting to another layer of kaos knowledge, there are some settings that balance the drops of items before each turn as well as other convenient tweaks.

The average value of 14 is applied to control the amount of crates of various types to fall within a drop, in practise the actual values are lower and that kind of cratedrops seem fair and allow to never get stuck even with not too good weapon management, but at the same time it doesn't make it too difficult to collect items.
Within this kind of drop the most probability is allocated to weapon type and less to both utilities and health items, also the maximum amount of items staying on the map at any time is set at 50.
There is a crate counter near the turn-timer for the convenience of players to estimate how powerful they seem to the opponent and also to be able to estimate it vice-versa.

There are also options to remember the last used weapon for each worm and that the turn-time doesn't stop when firing (with the exceptions of certain weapon-physics).

This is where the development ended and what followed are the improvements made available only with px possibilities.

Weapons / Utilities section for the latest scheme will be presented in separate thread.
« Last Edit: July 06, 2018, 12:37 AM by Dream Trance »