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April 19, 2024, 03:17 AM

Author Topic: Leagues Rules  (Read 10563 times)

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Offline Chicken23

Re: Leagues Rules
« Reply #30 on: October 14, 2023, 11:05 PM »
i think free man was taking the piss.

Whats the difference between senator's t17 scheme and Deadcodes? I'm always playing Deadcodes

Offline TheWalrus

Re: Leagues Rules
« Reply #31 on: October 15, 2023, 02:12 AM »
i think free man was taking the piss.
Nah, in a strategic scheme with the shortest turn time, you should have wind data prior to beginning your turn.  Don't see any downside to 2 sec hotseat.

Offline Senator

Re: Leagues Rules
« Reply #32 on: October 15, 2023, 08:42 AM »
WxW is fine too.
I have a question about AFC. Is this relevant or not? In all the time I've been playing this scheme, I've never seen anyone attack from a parachute.

I've seen a couple of times. You have to either AFR or AFC. No need to change this imo.

Shopper is ok but...
In the description of the rules, I read that shopper is played without the AFR rule. Is this really true or is it a typo?
And what does CWC mean?

AFR was removed from TUS Shopper in 2013. CWC was some community behind the scheme file. IMO that scheme sucks cos so many weapons were removed and some weapons don't have standard power level. They made the scheme even more boring. I would go back to the FB league scheme or a slightly edited version of it.

Whats the difference between senator's t17 scheme and Deadcodes? I'm always playing Deadcodes

I just made the agreed changes to the previous TUS scheme. The scheme is almost like the FB league scheme. The only difference is that the TUS scheme has significantly less Banana Bombs.

What's different in DC's scheme:
- 2 mins longer round time
- 5-sec hot-seat time instead of 0
- half mines and barrels instead of all barrels
- Blow Torch and Drill have standard 3 power instead of 5
- Cluster Bomb has 2 power (Intermediate) instead of 1 (Elite)
- Longbow upgrade disabled and 4 power instead (22 damage per arrow)
- more Banana Bombs (still less than in the FB league scheme)

IMO we could add a new scheme file for TUS with all those changes except Longbow should have standard 3 power (15 damage per arrow) like it had in the WL scheme file.

Boom Race: Should be updated to SDET (Shot doesn't end turn), phased worms, seconds determine winner.

Is this how everyone plays Boom Race these days?

Aerial:  Change to sensei's superior Aerial scheme instead of current HHC scheme, better for Bo1 games for sure, and better and more balanced overall.

I tried to get changes to HHC's scheme in the past without success. Too many different voices. I would just remove the unnecessary luck elements from HHC's scheme. That fast SD in Sensei's scheme seems unnecessary to me.
« Last Edit: October 15, 2023, 08:51 AM by Senator »

Offline Free

Re: Leagues Rules
« Reply #33 on: October 15, 2023, 11:43 AM »
Nah, in a strategic scheme with the shortest turn time, you should have wind data prior to beginning your turn.  Don't see any downside to 2 sec hotseat.

Yea 2s would be perfect.

Offline Chicken23

Re: Leagues Rules
« Reply #34 on: October 15, 2023, 01:55 PM »
elite is prefect and doesn't need any changes. You don't need any hotseat time. Plan your moves in your opponents turns.. it's part of the excitement not knowing what the wind will fully be in that delay. Those 2 seconds will add extra thinking time and that's not ideal when the scheme is about rewarding quick thinking strategic play.

« Last Edit: October 15, 2023, 01:58 PM by Chicken23 »

Offline sock

Re: Leagues Rules
« Reply #35 on: October 15, 2023, 02:07 PM »
elite is prefect and doesn't need any changes. You don't need any hotseat time. Plan your moves in your opponents turns.. it's part of the excitement not knowing what the wind will fully be in that delay. Those 2 seconds will add extra thinking time and that's not ideal when the scheme is about rewarding quick thinking strategic play.

agreed

Offline Free

Re: Leagues Rules
« Reply #36 on: October 15, 2023, 07:11 PM »
elite is prefect and doesn't need any changes. You don't need any hotseat time. Plan your moves in your opponents turns.. it's part of the excitement not knowing what the wind will fully be in that delay. Those 2 seconds will add extra thinking time and that's not ideal when the scheme is about rewarding quick thinking strategic play.



To be honest 2s is nothing when it comes to thinking time but it's alot when it comes to excecuting in elite

Offline sock

Re: Leagues Rules
« Reply #37 on: October 15, 2023, 11:53 PM »
18 second turn time in elite with 2 second hotseat

Offline TheWalrus

Re: Leagues Rules
« Reply #38 on: October 16, 2023, 01:36 AM »
18 second turn time in elite with 2 second hotseat
18 second hotseat with 2 second turntime

Offline TheKomodo

Re: Leagues Rules
« Reply #39 on: October 16, 2023, 02:51 AM »
0 second turntime, 0 second hotseat time, 20 seconds to team in and light up in the pre-match lobby or you are disqualified.

Offline nino

Re: Leagues Rules
« Reply #40 on: October 16, 2023, 11:56 AM »
To be honest 2s is nothing when it comes to thinking time

well once my wife saw a pic of a girl on my phone and 2s was a lot of time to me to tell her a excuse,  ;D

hauhauahuaha
You Are Losing Time Reading my Signature.

Offline FoxHound

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Re: Leagues Rules
« Reply #41 on: October 16, 2023, 01:09 PM »
Forts: I think the water rising happens way too early or too fast. The game is decided by sudden death and often ends in a draw or who plops the last worm first. Maybe it should be played with less worms or different water rising or SD time. I agree that bigger maps may work better, but it's hard to stablish a pattern of map size and requirements. Someone would have to make a mappack or create new maps to fit the requirements. Also it would require testings and scheme balancement. Something for a variation. By the way, I think Forts MUST have LG + Sheep Launcher and at least 1 HHG (max 2). The number of LGs should be revised.

Boom Race: Multishot + Phased Worms for sure.

Bungee Race: a rule for teleporting back to where you were (Multishot on). Walking back with fast walk is torture. I call this rule SAVE STATE (like in emulators). Each bungee area can be considered a checkpoint, you can go back to it using teleport or jetpack. No need to walk.

Golf: It could be played with Multishot on, but with a rule that each player can only fire one grenade or X grenades per turn. Why? Because it makes the scheme more dynamic and you don't need to loose a turn teleporting to the next hole (many maps are not designed for jet pack and rope). The rule will not allow grenade spamming. Or it can be 1 single shot per turn like it used to be, but played only on maps that are jetpackable or maybe remove the jetpack and the rope from the scheme, only teleport available. Or simply: if the hole is jetpackable players use jetpack, if the hole is not jetpackable, players use teleport.

Elite: I would prefer to have hot-seat time: 2 seconds or 5 seconds. I understand that many players will prefer the classic version, so maybe we should stick to the classic version (without hot-seat time) to avoid troubles in the community. Although, even chess, soccer and the most traditional sports update their rules with time, they change the gameplay a little bit. It would be interesting to see Elite being changed.

Intermediate: Yes, Korydex, this TNL version is more or less what I was talking about. I didn't know this scheme, but if it is not used anymore, maybe it has a historical reason within the community. I had to search for it as I didn't find the scheme file in TUS database. I had to extract it from old replays and check the Sudden Death settings. Although, I played many different versions of Intermediate in my Worms life, most of them I created, but didn't publish. I played many from other players, but the one I played the most was Dolly Sheep by Buick (WWP times, with powered animals, more HP than 100 and water rising only in SD). The main point of the variations were the Water Rising only Sudden Death. But I always prefered to play intermediate with X3 ropes. 5 is way too much, I like the economic-artillery play style.

WfW: I don't remember with how many worms this scheme is played, but if it is played with 8 worms, it seems a bit too much for this scheme. With 4 or maybe something between 4 and 8 would be more interesting, I think.

Parachute Race: if the idea is to play with no luck, wind must be constant. The value of the wind can be decided by the players before the game, or maybe select a random value, but constant for the entire game. Zero wind could be the standard value. Playing with random wind makes the scheme playable in all maps, although there are some maps that players would need to wait a good wind every turn, what is bad. Random wind can be considered more challenging, because players need to adapt the situation every turn. Difficult decision. Maybe a mappack selecting the best maps would be needed for the league.

WxW: I think all the possibilities of a scheme must be detailed in the rules. Even though nobody attacks with parachute, this detail must be clarified in the rules, although as a detail, not as an important thing to remember.

Shopper: I think it's interesting to allow players to attack from ground, but I feel that it is strange to play shopper without attacking from rope. I feel that I'm playing it wrong, because there are certain hides that are very hard to attack from rope if you only have bazookas, or grenades. Attacking from ground would be easier to attack well hidden worms. I don't know, I feel that attacking from ground would turn the scheme a bit on the Aerial scheme vibe, not like Petrolia that you must attack from the movement utility. I feel that the idea of Shopper is to use the rope always to attack, but I don't have a solid opinion about this right now.

Battle Race: I think it should be played as a Walk Race. Maybe include a variant that you can delay worms, but I feel that usually delaying worms doesn't work well for races. There are parts that are very hard and the opponent can f@#k the other player easily. It's unfair. Although, Battle Race has its name because it used to be played like this, and I think that it is the best scheme designed to delay worms in a race. The weapons are well thought to players use wisely, and they are limited, without being OP.

Hysteria: should be played as it is, with no rules. A variant should be included in the official league allowing Selecsteria or Hysteria with house rules to avoid Worm Selection manipulation. However house rules for this would be complicated to determine. Maybe the map would need to be split in two parts like BnG. Or maybe the girder radius could be used to measure the distance allowed to stay between worms.

Elemental: should be removed (or not), but nobody play this scheme and it is available for a long time. There are many schemes that are great that were never included in leagues and could be a hit. I think the suggestion of Grenade Wars was very fortunate, since the scheme was played a lot recently and the community seems to like it. Elemental is not a bad scheme, though. It's doesn't seem so fun to me, but I played very few times of my life I think, or maybe I never played. I remember watching many replays of this scheme only.

Team17: Either the WL scheme or Deadcode scheme allowing on open island maps. Add a variant (maybe the classic or even the same WL/DC scheme) to be played only in dual-layered caves.
« Last Edit: October 16, 2023, 01:24 PM by FoxHound »
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
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