1) General Rules, Behavior
- Spamming is disallowed in the games and also on our site. You may not fluster your opponent by writing pointless materials constantly.
- Insulting other players, people is always disallowed in games and also on our site.
- As there might be some players under the age of 18, no sexual content may be uploaded or shown on the site.
- No racial or any other discrimination is allowed on our site or in the games. Any behavious like that will be highly penalized.
- Cheating by any program is highly forbidden. Anyone caught on cheating may be banned for the whole season (at the moderators discretion).
- Noone may use alias and ask for league games under alias or claim one's Cup or Tourney game under alias. Getting caught with aliasing results banning (at the moderators discretion).
- Registering double accounts is forbidden, results banning.
- No graves or teamnames may be used that might confuse the opponent.
- You can play the same opponent 15 times in the same season in the same league. Report page will give you an error if you try to report more games.
- The schemes have their own set of rules, which can be found in the description of the official league schemes. They can be found here: https://www.tus-wa.com/schemes/?leagues
- You must use the official schemes found on the schemes page. If you host and use the incorrect scheme without telling them, your opponent has the right to replay the game with the correct scheme.
- In the second half of each season, players are allowed to play matches for a single clan only. Their victories as part of any other clans will be void (at the moderators' discretion).
2) Lag-outs
- If one player lags out and returns to the given channel, the game should be continued with handicap or restarted.
- If a game is lagging, do not quit. Quitting means you surrender. If a game lags out, let it lag out.
- If a player lags out and is not seen online 10 minutes later, then the game is taken care of by the following rules:
- If it was the first game, then the game should not be reported, rather played at another time.
- If it was the second game and the loser of the first game was seemingly losing the second game too, it can be reported. At any other occasion the moderators will decide about the outcome of the game, after it is posted to the forum's League Complaints section.
- Moderators will never decide about the outcome of a game considering the skills of the players. Always the state of the game is what the moderators consider.
3) Quitting
- Quitting a game before it ends means you forfeit the game. There is only one exception to the rule: if your opponent chose the wrong scheme without informing you. Before you quit, you must point out the scheme is incorrect and that you want to replay the game with the correct scheme.
- If a player returns to the channel but does not want to continue the game, then the quitting player's opponent automatically wins.
- Only acceptable way of quitting is if the quitting is reasonable and the quitting player agrees with his/her opponent on playing the game another time.
- Mostly the moderators will consider the state of the game, the way of the quitting, how the conversation went on and also the number of the game (first or second) and then decide about the outcome of the game(s).
- Lag-outs and Quittings that could not be solved between the two players must be posted to League Complaints.
- Intentional Lag-outs, quittings or surrendering in 2vs2 or 3vs3 games (both singles and clanners), in a way that benefits the quitting team are not allowed. In such cases, under the moderators discretion the game will be rematched or a win will be given to the opposite team.
4) Proceeding
- First, you need to find a partner. Then you decide which kind of league you want to play: Classic or Free. Both of you have to pick one scheme and play those two games. The higher season rating must pick first.
- Before the first game start, both of you have to tell what your username on the site is. Missing to do this might have your games infirmed.
- Both players/clans need to agree on the map. If you light up, you agree on the map. Using auto-light up is strictly forbidden. If the opponent picks a non-default sized map without informing you, you can still request a normal sized map at the start of the game and interrupt the game. If the scheme has manual worm placement, you must make the request before the first turn of the game. If the scheme has random worm placement, you must make the request before the second turn of the game.
- After you finished the games, and the games result is 1-1, you can agree on playing a third game.
- EVERY GAME MUST BE REPORTED! This means DoN (Double or Nothing) games are highly forbidden!
5) Reporting
- Winner of a game reports his own game. Losers do not need to confirm anything.
- The game must be reported within 6 hours after the game was played. Otherwise mods decide to keep the game and correct its order or delete it.
- Loading up a fake replay is obviously forbidden. Getting caught with this results in banning.
- Avoiding a player/clan is not allowed. Avoiding is when you look for TUS but refuse to play against a specific opponent and keep looking.
- If a player is looking for TUS but avoids you, you can post the logs or screenshots to leagues complaint forum and ask for permission to report a free win. If mods agree, you can report a free win and the opponent has one week to play the game. Players must arrange the game in the game/complaint thread.
- If you want to play only specific schemes, you must make this clear when looking for TUS. For example: "TUS BnG anyone?" or "TUS no Elite anyone?". Openly searching "TUS anyone?" but then refusing to play a specific scheme is considered avoiding. After you have found out the opponent's scheme pick, you must play the game.
- If a player agrees to play TUS with you and then disappears before asking your scheme pick, you CANNOT report free win.
- If a player plays your pick, but then disappears at his pick, you CANNOT report free win.
- If a player plays his pick but then disappears at your pick, you CAN report free win. But even that free win must be played when that player comes back.
6) Playoffs
- Playoffs are played between the first eight players of the leagues' total stats, and only those get in who played the required minimum games. Playoffs are basically a smaller tourney and the site generates the pairs automatically.
- You must play at least 80 games in the season to get in to the Playoffs for classic league. (70 games for clans), 50/20 for TEL and TRL and 30/5 for Free league.
- In the playoffs, clans are only allowed to use players who were members of the clan at the end of the corresponding season, and who didn't play for any other clans in the second half of this season. Using players who left the clan after the season ended is allowed.
- Each round of the playoffs stand of 5 different picks. The players pick schemes by turns and the higher ranked player has the advantage of picking first.
- Deadlines are usually posted on the forums by the moderators, based on activity at the moderators discretion.
- Any player or clan who fails to finish their playoff games and is kicked out will be disqualified from the next playoffs of that league. After that, they are free to qualify again.
Quote from: MonkeyIsland on December 27, 2008, 07:41 PM
You can play the same opponent 15 times in the same season in the same league. Report page will give you an error if you try to report more games.
How about giving the chance for people to play with each other? If they pass the limit, the games after that only affect their Overall Rating, but not the seasonal.
eya something like that would be cool, im love play nail, and at the midle of this season we had just done all games for exemple ;s
Yea, this case reminded me at changing this rule.
could make things too complex as your still seeded in playoffs by overall ratings..
15 is plenty, i maxed out against uber aswell but this is a league, not just a ladder against your worm friends.
eya u say that like my 'worm friend' was a noob or lol.
Might need some refresh.
Quote from: MonkeyIsland on December 27, 2008, 07:41 PM
In the Classic League, the first four games must include two rope based schemes (Rope Race, Roper, WxW/Shopper) and two normal schemes (BnG, Team17, Elite, Hysteria). The last game is picked by the higher ranked player and can be any of these schemes.
This rule is just useless imo. First of all good Default players are usually better in shopper then good ropers, so you cant really say if Shopper is more a rope scheme then a default scheme.
And if 1 of the opponents is very weak in rope schemes then he can just pick a default.
So, imo this rule should just be deleted. ;o
Quote from: Random00 on June 20, 2010, 08:49 PM
Quote from: MonkeyIsland on December 27, 2008, 07:41 PM
In the Classic League, the first four games must include two rope based schemes (Rope Race, Roper, WxW/Shopper) and two normal schemes (BnG, Team17, Elite, Hysteria). The last game is picked by the higher ranked player and can be any of these schemes.
This rule is just useless imo. First of all good Default players are usually better in shopper then good ropers, so you cant really say if Shopper is more a rope scheme then a default scheme.
And if 1 of the opponents is very weak in rope schemes then he can just pick a default.
So, imo this rule should just be deleted. ;o
I actually agree with this, you should be able to pick what you want anyway really.
Either way, this normally happens anyway 2 of each are picked...
you shouldnt be allowed anymore than 3 rope based schemed. Which does enclude shopper. The order does not matter.
Was alwyas like that in other leagues.
if someone doesnt like rope schemes he can simply pick defaults.
And if he was the better player in the season he will have 3 picks and he can choose 3 defaults.
Maybe we need some refresh for PO seeding, so that the best players/clans get the highest PO seed.
Quote from: Chicken23 on June 21, 2010, 08:40 PM
you shouldnt be allowed anymore than 3 rope based schemed. Which does enclude shopper. The order does not matter.
Was alwyas like that in other leagues.
Quote from: MonkeyIsland on December 27, 2008, 07:41 PM
In the Classic League, the first four games must include two rope based schemes (Rope Race, Roper, WxW/Shopper) and two normal schemes (BnG, Team17, Elite, Hysteria). The last game is picked by the higher ranked player and can be any of these schemes.
Would you mind trying to give me an example of having more than three rope rope based game out of five games
with the current rule? ;D
These two are exactly the same, only the current rule doesn't make any difference between normal and rope game, but still limits both.
Ok
we had playoffs vs cfc and ran into a problem.
They picked rope
We picked shopper
Because they had to pick a default next it would stop them from picking wxw or ttrr. This is unfair because we have just forced them to pick a default by using shopper to make their pick a default and play to our strengths even tho we did not have first pick because they were a higher seed than us.
This rule makes the order of games have this disadvantage and loop hole.
We ignored the rule and let them pick wxw. This was the 3rd and final rope scheme. Our pick was next and we picked elite. They had last pick and picked hysteria. No problems.
With the tus rule they would of had to of picked a default and it would of played into our advantage as we were likely to win both defaults and could of won the series. Its the psychology of the order of picks and the order in which you win the games applies more pressure to the later picks in playoffs.
After some discussion, the rule below is being added to penalize players who treat the playoffs passively or with disinterest.
QuoteAny player or clan who fails to finish their playoff games and is kicked out will be disqualified from the next playoffs of that league. After that, they are free to qualify again.
I heard it's in TuS rules that you can request a map change, I can't find this rule anywhere on TuS, I checked experimental rules thread, the league rules page, basic information, I can't find it anywhere.
Does this rule exist? Is it official? Can I see it please?
thats the reason i suggest since years to put all rules on 1 place ;)
https://www.tus-wa.com/forums/announcements/your-pick-my-pick-11825/
Added to "Proceeding" section.
I would pay attention to the league schemes, which do not have a detailed description of the rules. It is important.
In my case, I encountered a misunderstanding in the cup between players who did not turn on RacingStuff (/rs), before the start of the game. I think that this should be spelled out in the rules of the schemes, especially since it is marked as a league scheme. If scheme author cannot do this, I can make scheme copy with a detailed description.
League schemes that need to be fixed in my opinion:
- Parachute Race (there are no details about the rules of the game in this mode, it is not said about RacingStuff)
- Golf (Grenades explode after being thrown, at the same time, the Hosting Buddy golf scheme has a function for the grenade to disappear after being thrown, a racing staff module would be useful here, so as not to interfere with other players, and also so that other players do not interfere with each other's play)
- CTF (The number of worms for 1x1 2x2 3x3 is not specified)
- Holy War (same like CTF)
- wFw (same like CTF)
- Bungee Race (same like CTF + since this is racing, I would mention the racing stuff (/rs) module, as well as the number of victories (best of), number of worms etc.")
- SSR (nothing is said about the number of worms in the team, as well as about racing stuff (rs) )
- Boom Race (i see nothing about Boom Racing module (/boom) )
- Kaos (didnt see number of worms per team if 1x1, 2x2, 3x3)
- Wascar (no rules about number of worms, racing stuff)
I understand that some rules are obvious, but let's be realistic. In my Wheel of Fortune cup, races were played in which the players did not think to include the racing stuff module, since this was not indicated in the rules of the scheme. Yes, I could add this to my rules, but when playing in a league, players must know the rules exactly, down to the smallest detail. This is necessary, of course.
If an admin or mod is willing to update the schemas for the leagues, perhaps I could help with that.
Thank you for the attention.
Peace.
Thanks for taking time and gathering the list. I'll check it and update the official schemes accordingly.
Please note that league section is different from cups. A cup moderator can have custom rule about their schemes so they are not restricted to the official league schemes.
By the way, Boom Racing Stuff and Racing Stuff are obsolete. You can update a scheme to 3.8 to include Phased Worms. It's pretty simple, you don't need to type any command before every match and it is more complete, because you can make it the way you want with all the individual possibilities. You don't even need to set the power of the weapons to 21+ to make them disappear if you set phased worms.
Quote from: MonkeyIsland on September 21, 2023, 09:56 AM
Thanks for taking time and gathering the list. I'll check it and update the official schemes accordingly.
Please note that league section is different from cups. A cup moderator can have custom rule about their schemes so they are not restricted to the official league schemes.
Yes, but it so happens that the league schemes are quite suitable for my cup. Then something happened that I did not expect - some important rules were missing, as well as outdated schemes. So anyway it needs updating
Quote from: FoxHound on September 21, 2023, 10:10 AM
By the way, Boom Racing Stuff and Racing Stuff are obsolete. You can update a scheme to 3.8 to include Phased Worms. It's pretty simple, you don't need to type any command before every match and it is more complete, because you can make it the way you want with all the individual possibilities. You don't even need to set the power of the weapons to 21+ to make them disappear if you set phased worms.
Exactly :)
As I once promised to detail the shortcomings of the league's schemes, I will do so here and now :)
So, I am writing only my point of view, and I want other players who know to also participate in the discussion.
I will a list of schemes and comment on each of them:
- TTRR (https://www.tus-wa.com/schemes/scheme-4)
TTRR - everything is fine. The last two sentences, which are related to scheme rules, can be eliminated by customizing the scheme. Turn off rope knocking and turn on Racing Stuff or similar thing
- WxW (https://www.tus-wa.com/schemes/scheme-8)
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.
- Shopper (https://www.tus-wa.com/schemes/scheme-488)
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?
- wFw (https://www.tus-wa.com/schemes/scheme-56)
The rules of the scheme are written here, and nothing more.
Let's say the scheme is current.
In this case, I think the standard is 4 worms per team for 1v1 and 2 worms for 2v2
- Bungee Race (https://www.tus-wa.com/schemes/scheme-74)
I didn't play this scheme. But I can assume that there is no need to have more than one worm in the team.
And also enable racing stuff and disable worms knocking?
As for the rules, I like the system that is described in the BigRR scheme, where they count by time.
But I think some players could answer this question more specifically - how to determine the winner?
- SSR (https://www.tus-wa.com/schemes/scheme-78)
Despite the obvious, I would indicate the number of worms in the team (1 worm), and also enable a mode that would allow the super sheep to be launched through the worms of other players, and also so that the explosion does not scatter the worms.
I think Boomrace mode (/boom) would be a good option.
- Boom Race (https://www.tus-wa.com/schemes/scheme-112)
I would suggest replacing the standard boom race scheme with this one by JayX (https://www.tus-wa.com/schemes/scheme-528). Firstly, it would be more like a boom race. Secondly, the scheme uses a rubber and allows you to move around the map during the turn.
Standard Boom Race league scheme is morally outdated, it seems to me that it requires improvement, and the rubberworm allows this to be done. In this case, this is replacing scheme with a more modern version.
1 worm per team, S2F rules, turn on boom race mode before the game (perhaps this is already configured in the scheme)
Also the question is how to determine the winner? or allow a draw without counting time, as is done in BigRR
- Parachute Race (https://www.tus-wa.com/schemes/scheme-114)
Scheme where there was recently a dispute after the WoF сup game.
Apparently, the time has come to finally resolve this issue.
So how do you decide the winner?
Or can this also be considered a draw?
Or count seconds, as is done in BigRR? Which is better?
And yes, the lack of rules for the scheme...1 worm per player, turn on the racing stuff before the game...s2f, etc.
There is also a question about whether it is worth doing a fixed wind every turn or not?
In real time versions of this scheme there are two modes - no wind and random wind.
- Battle Race (https://www.tus-wa.com/schemes/scheme-136)
There are no rules here, there is no essence of playing this scheme... I mean, nothing is specified.
I've only played battle race a couple of times. 1 worm per player, s2f, walk/jump races around the map, use weapons to slow down the enemy, and in this sense everything else...
Are there any prohibited things that cannot be done in this scheme?
Also the question is how to determine the winner? or allow a draw without counting time, as is done in BigRR
- Elemental (https://www.tus-wa.com/schemes/scheme-177)
Honestly, I don't understand the point of this scheme, nor how it got into free league.
I think there are more interesting designs to replace the elemental. Grenade Wars (https://www.tus-wa.com/schemes/scheme-5262), for example.
It's been a long time since there have been similar votes and other things to add or remove any scheme to the league.
- Fort (https://www.tus-wa.com/schemes/scheme-276)
Since the Fort scheme is one of my favorite schemes, I should write a few words about the league scheme
This scheme is most suitable for large maps, because there is a banana bomb, sheep launcher.
Small maps will be destroyed quite quickly, and the fact that there are two homing missiles available makes the game even easier when the opponent has a small number of worms left.
- Golf (https://www.tus-wa.com/schemes/scheme-683)
This scheme is outdated and needs to be updated. First of all, this is disabling the explosion of grenades, as well as the ability to crawl onto the opponent's worms. You can also make an endless jetpack and add flight speed to it, so as not to waste a lot of turn time changing holes. This one (https://www.tus-wa.com/schemes/scheme-5290) i made for my WoF Cup and also use it when I play golf. this is the hosting buddy scheme.
- T17 (https://www.tus-wa.com/schemes/scheme-3891)
I would like to say a few words about the T17 TRL scheme. I often play this scheme with friends, and also in the T17 2x2 cup.
I noticed that the banana often falls out and upsets the balance.
It may be worth reconsidering the drop rate of this weapon, but the banana bomb can decide the outcome of the match.
At the moment, this is all that I managed to notice when studying the rules and schemes of the league, as well as some of the things that players encountered when playing my WoF Cup
I hope that some players will not be indifferent, because you play the league more often than me.
I will wait for answers and comments
Quote from: Lancelot on October 09, 2023, 09:53 PM
As I once promised to detail the shortcomings of the league's schemes, I will do so here and now :)
So, I am writing only my point of view, and I want other players who know to also participate in the discussion.
I will a list of schemes and comment on each of them:
- TTRR (https://www.tus-wa.com/schemes/scheme-4)
TTRR - everything is fine. The last two sentences, which are related to scheme rules, can be eliminated by customizing the scheme. Turn off rope knocking and turn on Racing Stuff or similar thing
- WxW (https://www.tus-wa.com/schemes/scheme-8)
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.
- Shopper (https://www.tus-wa.com/schemes/scheme-488)
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?
- wFw (https://www.tus-wa.com/schemes/scheme-56)
The rules of the scheme are written here, and nothing more.
Let's say the scheme is current.
In this case, I think the standard is 4 worms per team for 1v1 and 2 worms for 2v2
- Bungee Race (https://www.tus-wa.com/schemes/scheme-74)
I didn't play this scheme. But I can assume that there is no need to have more than one worm in the team.
And also enable racing stuff and disable worms knocking?
As for the rules, I like the system that is described in the BigRR scheme, where they count by time.
But I think some players could answer this question more specifically - how to determine the winner?
- SSR (https://www.tus-wa.com/schemes/scheme-78)
Despite the obvious, I would indicate the number of worms in the team (1 worm), and also enable a mode that would allow the super sheep to be launched through the worms of other players, and also so that the explosion does not scatter the worms.
I think Boomrace mode (/boom) would be a good option.
- Boom Race (https://www.tus-wa.com/schemes/scheme-112)
I would suggest replacing the standard boom race scheme with this one by JayX (https://www.tus-wa.com/schemes/scheme-528). Firstly, it would be more like a boom race. Secondly, the scheme uses a rubber and allows you to move around the map during the turn.
Standard Boom Race league scheme is morally outdated, it seems to me that it requires improvement, and the rubberworm allows this to be done. In this case, this is replacing scheme with a more modern version.
1 worm per team, S2F rules, turn on boom race mode before the game (perhaps this is already configured in the scheme)
Also the question is how to determine the winner? or allow a draw without counting time, as is done in BigRR
- Parachute Race (https://www.tus-wa.com/schemes/scheme-114)
Scheme where there was recently a dispute after the WoF сup game.
Apparently, the time has come to finally resolve this issue.
So how do you decide the winner?
Or can this also be considered a draw?
Or count seconds, as is done in BigRR? Which is better?
And yes, the lack of rules for the scheme...1 worm per player, turn on the racing stuff before the game...s2f, etc.
There is also a question about whether it is worth doing a fixed wind every turn or not?
In real time versions of this scheme there are two modes - no wind and random wind.
- Battle Race (https://www.tus-wa.com/schemes/scheme-136)
There are no rules here, there is no essence of playing this scheme... I mean, nothing is specified.
I've only played battle race a couple of times. 1 worm per player, s2f, walk/jump races around the map, use weapons to slow down the enemy, and in this sense everything else...
Are there any prohibited things that cannot be done in this scheme?
Also the question is how to determine the winner? or allow a draw without counting time, as is done in BigRR
- Elemental (https://www.tus-wa.com/schemes/scheme-177)
Honestly, I don't understand the point of this scheme, nor how it got into free league.
I think there are more interesting designs to replace the elemental. Grenade Wars (https://www.tus-wa.com/schemes/scheme-5262), for example.
It's been a long time since there have been similar votes and other things to add or remove any scheme to the league.
- Fort (https://www.tus-wa.com/schemes/scheme-276)
Since the Fort scheme is one of my favorite schemes, I should write a few words about the league scheme
This scheme is most suitable for large maps, because there is a banana bomb, sheep launcher.
Small maps will be destroyed quite quickly, and the fact that there are two homing missiles available makes the game even easier when the opponent has a small number of worms left.
- Golf (https://www.tus-wa.com/schemes/scheme-683)
This scheme is outdated and needs to be updated. First of all, this is disabling the explosion of grenades, as well as the ability to crawl onto the opponent's worms. You can also make an endless jetpack and add flight speed to it, so as not to waste a lot of turn time changing holes. This one (https://www.tus-wa.com/schemes/scheme-5290) i made for my WoF Cup and also use it when I play golf. this is the hosting buddy scheme.
- T17 (https://www.tus-wa.com/schemes/scheme-3891)
I would like to say a few words about the T17 TRL scheme. I often play this scheme with friends, and also in the T17 2x2 cup.
I noticed that the banana often falls out and upsets the balance.
It may be worth reconsidering the drop rate of this weapon, but the banana bomb can decide the outcome of the match.
At the moment, this is all that I managed to notice when studying the rules and schemes of the league, as well as some of the things that players encountered when playing my WoF Cup
I hope that some players will not be indifferent, because you play the league more often than me.
I will wait for answers and comments
In my personal opinion:
WxW: I'm quite sure you don't have to AFR here, but not 100%
Shopper: No AFR required at all, scheme was changed 5 or 6 years ago to reflect that in TUS classic
WFW: no input here, I've always played with 8 worms in league games but other people might play differently, not sure what is the best since this isn't the greatest competitive scheme to begin with.
Bungee Race: Should be phased worms, seconds determine winner.
SSR: Phased worms for sure, no other changes needed.
Boom Race: Should be updated to SDET (Shot doesn't end turn), phased worms, seconds determine winner.
Parachute Race: Phased worms, seconds determine winner. As for the wind: no wind makes the scheme more balanced, but some maps are not possible with 0 wind? Not sure on the wind issue.
Battle Race: The scheme itself isn't very good, actually seems to be a 'fun' variant for a cup that became the official TUS scheme, Korydex tried to lobby to change it to no avail.
Elemental: Ok as-is, not very popular. Agree on Grenade Wars, but that is for another topic I guess.
Fort: Seems to be a good scheme when I last played it, no changes.
Golf: Phased worms is a must for this scheme.
T17: Stay with Senator scheme.
One more change that comes to mind:
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.
As a sidenote: Should come up with concrete guidelines as I and many other have played variations on schemes over the years. I've played boomrace with SDET almost exclusively, even though the scheme was never amended to reflect as such, as with pretty much everyone else. Have played many TUS aerials with sensei's scheme even though it isn't the correct league scheme. Have reported ZaR ropers as roper in classic league. Especially in free league, schemes have become quite ambiguous, and since there is low activity there, no one has bothered to come up with new guidelines.
I proposed a few changes to fort a while back, it was a few minor changes.
Even for someone like me who has crazy accuracy, SD is still too fast... I can't remember what the change was but I'll look into it.
Also with Aerial, remove crates and make mines 3s instead of random.
Add 5s hotseat time for elite
Quote from: Free on October 10, 2023, 10:14 AM
Add 5s hotseat time for elite
I prefer too. But zero seconds is a characteristic of the scheme already I think. Many players will be against that. I like to think when I play a strategical battle scheme, I understand that zero seconds of hot-seat time may make players be focused all the time and pay attention all the time, but I really don't enjoy this. When a turn ends, a lot of stuff happens, a crater opens and the situation changes completely. It's good to think after something happened. The gameplay has more quality and less panic moves. That's why I prefer Intermediate over Elite, I really hate zero seconds of hot-seat time. But then, again Intermediate has that 1HP sudden death that I hate too. I played all my life intermediate editing that sudden death, I usually played variations of Inter.
Quote from: FoxHound on October 10, 2023, 11:28 AM
I prefer too. But zero seconds is a characteristic of the scheme already I think. Many players will be against that. I like to think when I play a strategical battle scheme, I understand that zero seconds of hot-seat time may make players be focused all the time and pay attention all the time, but I really don't enjoy this. When a turn ends, a lot of stuff happens, a crater opens and the situation changes completely. It's good to think after something happened. The gameplay has more quality and less panic moves. That's why I prefer Intermediate over Elite, I really hate zero seconds of hot-seat time. But then, again Intermediate has that 1HP sudden death that I hate too. I played all my life intermediate editing that sudden death, I usually played variations of Inter.
u mean the TNL scheme variation or something else too?
Quote from: FoxHound on October 10, 2023, 11:28 AM
I prefer too. But zero seconds is a characteristic of the scheme already I think. Many players will be against that. I like to think when I play a strategical battle scheme, I understand that zero seconds of hot-seat time may make players be focused all the time and pay attention all the time, but I really don't enjoy this. When a turn ends, a lot of stuff happens, a crater opens and the situation changes completely. It's good to think after something happened. The gameplay has more quality and less panic moves. That's why I prefer Intermediate over Elite, I really hate zero seconds of hot-seat time. But then, again Intermediate has that 1HP sudden death that I hate too. I played all my life intermediate editing that sudden death, I usually played variations of Inter.
Yeah and also wind for example, would be nice to see how strong the wind is before committing to a move if you need to chute etc.
In fact, I'm most interested in racing schemes.
How can I find out exactly how they used to play and determine the winner?
So that the Senator or someone else can add the missing description in league schemes
and to other schemes where necessary
What about 2 sec hotseat time for elite? 2 sec will populate the wind bar, but still retain the characteristics of having to make decisions fast.
i think free man was taking the piss.
Whats the difference between senator's t17 scheme and Deadcodes? I'm always playing Deadcodes
Quote from: Chicken23 on October 14, 2023, 11:05 PM
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.
Quote from: Lancelot on October 09, 2023, 09:53 PM
- WxW (https://www.tus-wa.com/schemes/scheme-8)
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.
Quote from: Lancelot on October 09, 2023, 09:53 PM
- Shopper (https://www.tus-wa.com/schemes/scheme-488)
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.
Quote from: Chicken23 on October 14, 2023, 11:05 PM
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.
Quote from: TheWalrus on October 09, 2023, 10:15 PM
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?
Quote from: TheWalrus on October 09, 2023, 10:15 PM
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.
Quote from: TheWalrus on October 15, 2023, 02:12 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.
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.
Quote from: Chicken23 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.
agreed
Quote from: Chicken23 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.
To be honest 2s is nothing when it comes to thinking time but it's alot when it comes to excecuting in elite
18 second turn time in elite with 2 second hotseat
Quote from: sock on October 15, 2023, 11:53 PM
18 second turn time in elite with 2 second hotseat
18 second hotseat with 2 second turntime
0 second turntime, 0 second hotseat time, 20 seconds to team in and light up in the pre-match lobby or you are disqualified.
Quote from: Free on October 15, 2023, 07:11 PM
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
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.
I think there should be a rule if you play on custom terrain the map MUST be converted to png. Because if not people without the module can't watch the replay and the map isnt visible on game page!
Quote from: Korydex on April 26, 2024, 06:33 PM
I think there should be a rule if you play on custom terrain the map MUST be converted to png. Because if not people without the module can't watch the replay and the map isnt visible on game page!
https://www.tus-wa.com/leagues/game-242004/msg296759/#msg296759
some players prefer em not to be converted cuz the "league rules" say so (mutual agreement inbetween players ?????)
Quote from: Korydex on April 26, 2024, 06:33 PM
I think there should be a rule if you play on custom terrain the map MUST be converted to png. Because if not people without the module can't watch the replay and the map isnt visible on game page!
well i cant speak for everyone but if i dont its because i forgot! never try and not do it
Quote from: Lupastic on April 26, 2024, 06:40 PM
Quote from: Korydex on April 26, 2024, 06:33 PM
I think there should be a rule if you play on custom terrain the map MUST be converted to png. Because if not people without the module can't watch the replay and the map isnt visible on game page!
https://www.tus-wa.com/leagues/game-242004/msg296759/#msg296759
some players prefer em not to be converted cuz the "league rules" say so (mutual agreement inbetween players ?????)
yes it's a special case and a new rule should be added. uploading unwatchable replays must be banned imo
Quote from: Korydex on April 26, 2024, 07:21 PM
Quote from: Lupastic on April 26, 2024, 06:40 PM
Quote from: Korydex on April 26, 2024, 06:33 PM
I think there should be a rule if you play on custom terrain the map MUST be converted to png. Because if not people without the module can't watch the replay and the map isnt visible on game page!
https://www.tus-wa.com/leagues/game-242004/msg296759/#msg296759
some players prefer em not to be converted cuz the "league rules" say so (mutual agreement inbetween players ?????)
yes it's a special case and a new rule should be added. uploading unwatchable replays must be banned imo
Hold peja's beer kory, because he just hosted 3 more ;D
Quote from: Lupastic on April 26, 2024, 06:40 PM
Quote from: Korydex on April 26, 2024, 06:33 PM
I think there should be a rule if you play on custom terrain the map MUST be converted to png. Because if not people without the module can't watch the replay and the map isnt visible on game page!
https://www.tus-wa.com/leagues/game-242004/msg296759/#msg296759
some players prefer em not to be converted cuz the "league rules" say so (mutual agreement inbetween players ?????)
I have to clarify here, Lupastic isn't sharing the right information.
The league rules DO NOT say anything about custom terrains or custom terrains being converted. There is no rule that says anything about maps cannot be converted.
It's a personal preference for ME because maps converted to PNG look different to normal and I prefer normal, I don't like having to squint my eyes on PNG backgrounds when lining up BnG shots, that shit actually physically hurts when you do it long enough.
What I believe Lupastic is referring to is this general rule for players agreeing on maps:
Quote
Both players/clans need to agree on the map.
There is no rule or rules stating which maps are and aren't considered "valid" however there is a general rule that dictates you can refuse a map for any reason you want.
it's 2024 now, game version 3.8.1, and in BnG players still manually reset their crosshair before each move
Quote from: Lancelot on August 16, 2024, 05:09 PMit's 2024 now, game version 3.8.1, and in BnG players still manually reset their crosshair before each move
Yes, that is a correct statement.