Thank you for the reply Senator, that all sounds very promising!
Didn't get a chance to reply yesterday due to all the Clanners! How pleasantly surprising is that!
Big RR / Tower Race:I support anti-sink in both Big RR and Tower Race, as their own individual scheme. I see two possibilities after adding anti-sink:
- Player must skip turn after plopping.
- Player is allowed to continue after plopping.
Personally, I am in favour of allowing to continue after plopping. My reasoning is that anti-sink will automatically teleport you to the last position your worm was standing disconnected from the Rope. For example, if you 1st turn gets 37 seconds ahead then plops, you will be back at the start, it's quite fair regardless if it was a loss of control plop or not.
Comparing Big RR to schemes such as Bungee Race, if you plop in Bungee Race, they would rehost and teleport back to last positions, in the past people have done the same thing and just rehosted teleporting back to their last position anyway.
The scheme still hugely benefits the people who rope faster and more consistently.
In Tower Race, generally speaking the reason why we had multiple worms and teleport is because it was expected many worms would perish. This way it's doing the exact same thing only more efficient(
and think about all the extra cute little wormy lives we'd be saving!).
BnG:As for finding an example, this isn't something i've seen happen in a recent game so i'd have to go digging through replays over the past few years. It's really just something I wanted to point out so people pay attention to it, more of a personal concern.
You know i'm a BnG nerd so I may be overthinking it more than others.
The "stay on your half of the map" not being followed strictly enough is simply because it's not exactly clear where the exact middle of the map is, and on rare occassions, i've watched games where opponents have invaded the other half by a very small amount, even just by 1 hide.
It usually happens when it's 1v1, or 1v2, i've never seen it in 2v2 as far as I recall. It usually happens when the lone player is right back next to the water, that's when opponents have a tendency to come as close as possible, it's like forcing and backing someone into a corner, it's kind of a subconscious thing as well I guess.
Though that might not seem like a big problem at first, when you understand your opponents strengths and weaknesses and deliberately hide out of reach of their distant enough shots, and have destroyed all their other hides, why should they be allowed to use your side?
Forts:SIBASA and I would like to propose changing the Forts scheme to 20 minutes for SD and slower water rise. The reasoning for this proposal is due to the current balance of the scheme.
Currently you get 4 worms, with 200hp each, making a total of 800hp. Even with my level of skill with BnG it's pretty much impossible to win the match before SD and water rises, in fact every game we've played so far was won when water had almost consumed us all, due to being unprotected from the water, even if your team performs way above average.
Water Rise should help end the game when it's going on too long, it should not decide the game for us.
In a 1v1 you can use the 3 worm selects for all 4 worms, while in Clanners(2v2) you can only control 2 worms at a time, so when the water rises there's next to no protection after a certain point because of the weapon set given to us. This makes protection against this game mechanic unbalanced and unfair, as you can't just stay at the top the entire time because then you are open to attack from your opponent.
With 20 minutes and slower water rise, it would make the game more focused on artillery skill with accuracy and consistency, meaning water rise is a last resort for those who can skillfully hide their worms until the end, or a punishment for those who genuinely suck at the game. Players would be able to hide more spread out around the map and use it for protection more.
As it stands it feels like skills with artillery weapons are not important when you can simply wait it out till the end and hope to get lucky with your banana and LG.
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Also, we would like to allow changing the scheme to use infinite ammo for low gravity on the maps where it's impossible to reach the other side without low gravity when using grenades.
We also believe the rules description should delete "No Big Maps" because big maps should be allowed, there are so many good maps which are only slightly wider than standard.
Proposal for BnG agred rulese:That list you shared is great, knowing the things we can modify, if agreed of course.
I'd like to propose that BnG can be agreed to be played with their own house rules.
For example, players can agree to allow sitters and 5s grenades if they choose, as well as straight shots, hide anywhere on the map, play with absolutely no rules. This is not changing the current weapon set though.
The current rules are aimed at very experienced players, beginner games take far too long because they simply don't have the skill to hit direct shots. If we give them more flexibility in the rules, they might enjoy it more, and through that enjoyment, may even become interested to improve enough so they can play with the more advanced player rules.
Also, the same treatment can be given to advanced players, they can agree to "no repeat shots", or whatever other house rules they wish.
Keep in mind these house rules, do not affect the scheme settings, it's what is allowed inside the actual game only.
Of course, in every single TUS scheme, if players cannot agree, the official scheme
must be used.