The Ultimate Site of Worms Armageddon

Leagues => Leagues General => Topic started by: MonkeyIsland on December 27, 2008, 07:41 PM

Title: Leagues Rules
Post by: MonkeyIsland on December 27, 2008, 07:41 PM
1) General Rules, Behavior


2) Lag-outs


3) Quitting


4) Proceeding


5) Reporting



6) Playoffs

Title: Re: Leagues Rules
Post by: Ray on January 02, 2010, 11:52 AM
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.
Title: Re: Leagues Rules
Post by: beer on January 02, 2010, 05:52 PM
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
Title: Re: Leagues Rules
Post by: Ray on January 02, 2010, 08:58 PM
Yea, this case reminded me at changing this rule.
Title: Re: Leagues Rules
Post by: Chicken23 on January 03, 2010, 01:54 AM
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.
Title: Re: Leagues Rules
Post by: beer on January 03, 2010, 02:09 AM
eya u say that like my 'worm friend' was a noob or lol.
Title: Re: Leagues Rules
Post by: Ray on March 11, 2010, 06:34 PM
Might need some refresh.
Title: Re: Leagues Rules
Post by: Random00 on June 20, 2010, 08:49 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
Title: Re: Leagues Rules
Post by: TheKomodo on June 21, 2010, 06:12 AM
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...
Title: Re: Leagues Rules
Post by: 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.

Title: Re: Leagues Rules
Post by: Random00 on June 21, 2010, 10:46 PM
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.
Title: Re: Leagues Rules
Post by: Ray on June 22, 2010, 12:09 AM
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.
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.
Title: Re: Leagues Rules
Post by: Chicken23 on June 22, 2010, 01:53 AM
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.
Title: Re: Leagues Rules
Post by: franz on July 24, 2011, 05:59 PM
After some discussion, the rule below is being added to penalize players who treat the playoffs passively or with disinterest.


Quote
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.
Title: Re: Leagues Rules
Post by: TheKomodo on March 24, 2015, 08:08 PM
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?
Title: Re: Leagues Rules
Post by: Peja on March 24, 2015, 08:27 PM
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/
Title: Re: Leagues Rules
Post by: MonkeyIsland on March 25, 2015, 05:12 AM
Added to "Proceeding" section.
Title: Re: Leagues Rules
Post by: Lancelot on September 21, 2023, 08:50 AM
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.
Title: Re: Leagues Rules
Post by: 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.
Title: Re: Leagues Rules
Post by: 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.
Title: Re: Leagues Rules
Post by: Lancelot on September 21, 2023, 10:27 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

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  :)
Title: Re: Leagues Rules
Post by: 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 - 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 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 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?

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

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?

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.

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

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.

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

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.

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.

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.

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
Title: Re: Leagues Rules
Post by: TheWalrus on October 09, 2023, 10:15 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. 
Title: Re: Leagues Rules
Post by: TheKomodo on October 10, 2023, 12:02 AM
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.
Title: Re: Leagues Rules
Post by: Free on October 10, 2023, 10:14 AM
Add 5s hotseat time for elite
Title: Re: Leagues Rules
Post by: FoxHound on October 10, 2023, 11:28 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.
Title: Re: Leagues Rules
Post by: Korydex on October 10, 2023, 12:48 PM
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?
Title: Re: Leagues Rules
Post by: Free on October 10, 2023, 01:25 PM
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.
Title: Re: Leagues Rules
Post by: Lancelot on October 14, 2023, 06:28 PM
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
Title: Re: Leagues Rules
Post by: TheWalrus on October 14, 2023, 09:19 PM
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.
Title: Re: Leagues Rules
Post by: Chicken23 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
Title: Re: Leagues Rules
Post by: TheWalrus 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.
Title: Re: Leagues Rules
Post by: Senator on October 15, 2023, 08:42 AM
  • 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.

  • 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.

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.
Title: Re: Leagues Rules
Post by: Free 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.
Title: Re: Leagues Rules
Post by: 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.

Title: Re: Leagues Rules
Post by: sock 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
Title: Re: Leagues Rules
Post by: Free 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
Title: Re: Leagues Rules
Post by: sock on October 15, 2023, 11:53 PM
18 second turn time in elite with 2 second hotseat
Title: Re: Leagues Rules
Post by: TheWalrus on October 16, 2023, 01:36 AM
18 second turn time in elite with 2 second hotseat
18 second hotseat with 2 second turntime
Title: Re: Leagues Rules
Post by: TheKomodo 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.
Title: Re: Leagues Rules
Post by: nino 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
Title: Re: Leagues Rules
Post by: FoxHound 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.