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One-Boards => Schemes => Topic started by: lacoste on July 08, 2012, 01:21 AM

Title: Lets work on the proper 3s turn time scheme
Post by: lacoste on July 08, 2012, 01:21 AM
First of all im not sure if its a good idea to run such debate in public, but sooner or later we will need some agreement. Anyway community input and possibly some clever ideas can be crucial.

So the point of this topic is to find scheme that will meet conditions of a league, at the same time being fun, complete and without unnecessary tweaks that makes gameplay chaotic and totally unpredictable. Hysteria variation with turn time extended to 3 seconds and reworked weaponry sounds the most optimal as mentioned multiple times in other topics. Those who wonder how it plays may see some replays from recent Aerial cups/tournaments.

First i'll write down my proposition as for a start (note that its just a raw starter without any testing) and everyone is welcome to suggest any change, but please lets stay rational and try to not go above the limits. Too little can make the game repetitive and too much will make it overwhelming/chaotic. So, here it goes:

--------------------------------------------

Jetpack - Inf.
Low Gravity - Inf.

F1

Bazooka - Inf.

F2

Grenade - Inf.

F3

Shotgun - Inf.
Uzi - ?  - that one could be useful but for now, without deeper testing ill leave it empty
Longbow - ? - as above

F4

Fire Punch - Inf.
Kamikaze - 1 - im aware of this weapon being too powerful in some situations, however imagine the beautiful Jetpack-Kami combos

F5

Mine - Inf.
Dynamite - 1 - delay 2 turns for the sake of not going too mad at the beginning
Mole - 3 - situational weapon, hardcore darksiders must be aware of that one

F7

Blowtorch - Inf.
Pneumatic Drill - situational
Girder - 3 - good addition for darksiding, also short timer makes its use tricky

F8      

Teleport - 5

F9

Flamethrower - 1

F10

Petrol - 3

F11          

Granny - 1 - delay 2 turns

F12

Select Worm  - 1 - just 1 as a counter or rescue in some situations

Other

Starting Energy - 100
Land Objects - Mines - 8
Mine fuse - 3s
Round lenght - 2min
Turn Lenght - 3sec
Hotseat - 10sec
Land/Rope retreat - 5sec
Crates - None
Placement - Random
Sudden Death - Medium water rise
Number of worms - 4 or 6

Scheme file: https://www.tus-wa.com/schemes/scheme-774/

--------------------------------------------

Just for the record - there is no rush and im aware that this case can be forgotten quickly and many people wont bother to participate, i just hope that something really good can come out of this one. When time is right we may host some cups to gather the better replays / dig scheme flaws / anything that will push it into perfection. I strongly believe that its the proper way to go and one day we will see it in classic league.

Ideas!
Title: Re: Lets work on the proper hysteria variation
Post by: GreatProfe on July 08, 2012, 01:33 AM
yeah, keep work in hysteria and let the Shopper scheme noob as it is.
Title: Re: Lets work on the proper hysteria variation
Post by: cOke on July 08, 2012, 01:36 AM
Is it really hysteria if it's 3s turn time? I think u have invented a new scheme here, what do u want to call it?
Title: Re: Lets work on the proper hysteria variation
Post by: ShyGuy on July 08, 2012, 01:39 AM
+inf dragonballs
+inf drill
+2-3 girders (5 teles total if girders are added)


those would be my recommendations. drills and dragonballs couldnt hurt.
Title: Re: Lets work on the proper hysteria variation
Post by: lacoste on July 08, 2012, 01:43 AM
Is it really hysteria if it's 3s turn time? I think u have invented a new scheme here, what do u want to call it?

Oh cmon, i barely opened the topic and you already want a name. Lets see how it goes first. And ofcourse its not hysteria, its just variation, how else i would call it for a start.
Title: Re: Lets work on the proper hysteria variation
Post by: cOke on July 08, 2012, 02:47 AM
imo drills and dragonballs were always essential additions to a hysteria scheme
Title: Re: Lets work on the proper hysteria variation
Post by: Kaleu on July 08, 2012, 02:52 AM
Cancel this and keep hyst as it is.
Title: Re: Lets work on the proper hysteria variation
Post by: Mablak on July 08, 2012, 03:10 AM
I don't see the need for a better hysteria variation. The scheme's purpose is to attract players, if we make it more skillful, it'll cease to do that.
Title: Re: Lets work on the proper hysteria variation
Post by: TheKomodo on July 08, 2012, 07:03 AM
This is retarded, Hysteria is fine.

MI, you are in charge f@#! sake, DO SOMETHING. Save us ffs... I am not joking, I am seriously concerned and worried for this scheme... If these guys get their way with this stupidity...

Can you PLEASE once and for all, put your damn foot down, and put an end to all these topics popping up every f@#!ing 3-4 days asking to change schemes, it will NEVER end.
Title: Re: Lets work on the proper hysteria variation
Post by: MonkeyIsland on July 08, 2012, 07:17 AM
I don't see any problem with these. This is our community and its members are free to share their opinions. Health of a community comes from difference of opinions. I'm not gonna force my own opinion. I know that you will get muted with that temper.
Title: Re: Lets work on the proper hysteria variation
Post by: TheKomodo on July 08, 2012, 07:23 AM
Are you really ok with it?

Sorry, I will really try and be a bit more polite.

Oh and, coste, that scheme sounds fun lol, i'll play it with you, but it ain't no Hysteria mate.
Title: Re: Lets work on the proper hysteria variation
Post by: Aerox on July 08, 2012, 08:11 AM
Lol @ save us and save the scheme.

If Runforyourlife saw what you did to his scheme already (in the league) and the way you're playing it he would facepalm so hard he'd travel back in time and never invent it.
Title: Re: Lets work on the proper hysteria variation
Post by: TheKomodo on July 08, 2012, 08:47 AM
Lol @ save us and save the scheme.

If Runforyourlife saw what you did to his scheme already (in the league) and the way you're playing it he would facepalm so hard he'd travel back in time and never invent it.

Well, I am glad it's better the way it is now, than the way he intended it to be :)
Title: Re: Lets work on the proper hysteria variation
Post by: lacoste on July 08, 2012, 09:32 AM
This ain't no hysteria, swallow it.

+inf dragonballs
+inf drill
+2-3 girders (5 teles total if girders are added)


those would be my recommendations. drills and dragonballs couldnt hurt.

Oh yeah, girders. Im just not sure how many, even for darksiding purpose. 3 sounds like ok, 5 is temping. *editing first post*

Well, drills can be useful, but isnt it too much as for F7?

Dragon balls - honestly i dont see any use other than some really obscure situations, correct me if im wrong.

I don't see the need for a better hysteria variation. The scheme's purpose is to attract players, if we make it more skillful, it'll cease to do that.

More skillful is not a good word for this one. I mean, the potential noob will have more fun having 3s instead of just 1s. Its definitely more complex than hysteria and needs different approach, tho.
Title: Re: Lets work on the proper hysteria variation
Post by: Chelsea on July 08, 2012, 10:44 AM
lol

Coste your scheme looks like AERIAL.........  ???


Cancel this and keep hyst as it is.


100% true Kaleu  :-[
Title: Re: Lets work on the proper hysteria variation
Post by: Uzurpator on July 08, 2012, 11:07 AM
Darkone make sheme with random turn order and other changes,i think it best hysteria sheme ever =)
Title: Re: Lets work on the proper hysteria variation
Post by: DarkOne on July 08, 2012, 11:20 AM
Coste your scheme looks like AERIAL.........  ???

I was thinking the same thing! :)

Darkone make sheme with random turn order and other changes,i think it best hysteria sheme ever =)

aww, shucks, thanks :) It's too bad not enough people agree with you on that :(
Title: Re: Lets work on the proper hysteria variation
Post by: lacoste on July 08, 2012, 11:29 AM
I dont want to think its my scheme. There were many hysteria variations before and Aerial is one of them. But ye, its weaponry and 3s turn inspired few of us, i guess. Point is, the concept is for sure interesting as far as my imagination goes and we should really focus to balance it out for league use.
Title: Re: Lets work on the proper hysteria variation
Post by: darKz on July 08, 2012, 11:31 AM
Even with random turn order it's still possible to abuse piling to an extent but it's a step in the right direction. :)

And yes this is kinda turning into Aerial. :P
Title: Re: Lets work on the proper hysteria variation
Post by: fr4nk on July 08, 2012, 11:48 AM
I'm totally with lacoste, or at least reducing teleports will decrease the chance of watching such shameful darksiding games and make teleport kill be used only when needed (you know you can tie hysteria games the 90% of times just by teleporting?).
Title: Re: Lets work on the proper hysteria variation
Post by: TheKomodo on July 08, 2012, 11:51 AM
I'm totally with lacoste, or at least reducing teleports will decrease the chance of watching such shameful darksiding games and make teleport kill be used only when needed (you know you can tie hysteria games the 90% of times just by teleporting?).

This is also another beautiful thing of Hysteria that adds to competition, both players are aware of this fact, and if you feel more confident to draw and rematch then start fresh, than you do to try and come out and make that 1 crucial shot, take that 1 chance that if you miss even slightly, you lose.

I usually go for the 1 shot lol.

It's so exciting xD
Title: Re: Lets work on the proper hysteria variation
Post by: lacoste on July 08, 2012, 11:54 AM
Cool, but you have 2 active topics with hysteria involved. That one is about new scheme.
Title: Re: Lets work on the proper hysteria variation
Post by: DarkOne on July 08, 2012, 12:17 PM
Even with random turn order it's still possible to abuse piling to an extent but it's a step in the right direction. :)

Turn order abuse is also possible in shopper, elite, Team17 (in sd), Intermediate (if your opponent uses all his worm selects early on) and WxW. If you think turn order abuse is be definition a bad thing, then you should complain about the use thereof in those schemes as well ;) You should be able to arm yourself against a certain degree of turn order abuse in every scheme.

I think the main problem everybody has with turn order abuse is that it's too powerful. Random turn order is my way to nerf that tactic (or let's be honest, lack thereof) so that at least somebody has to pay close attention to the turn order before they can use it - without having to add a rule about no abusive suicides and such.
Making teleports scarce will also do that, but it will limit your movements a whole lot, which is especially a bad thing if your starting positions sucked. Worm placement is a must if you're going to limit the amount of teleports imo.

But you don't have to take my word for it  8) Experiment around with schemes, see how they play out. Another way to see how scheme changes work is to host a shopper cup or tournament with your respective scheme variations. I've hosted a couple of random turn order hysteria cups and just look in this thread: Uzurpator brought up my scheme even before I had a chance to do that :)
Aerial is another magnificent example (perhaps much better than my scheme variation) - 3 cups and there are already people pushing towards putting it in the main league (and not the scheme creator himself).
If your scheme is good, support will come, as long as people are exposed to it. I fully support experimental cup 8)
Title: Re: Lets work on the proper hysteria variation
Post by: Kaleu on July 08, 2012, 09:22 PM
0 sec sd, starts with water rise slowly looks great.
The weapons and worm turn orders should keep as it is.
Title: Re: Lets work on the proper hysteria variation
Post by: darKz on July 08, 2012, 10:10 PM
Even with random turn order it's still possible to abuse piling to an extent but it's a step in the right direction. :)

Turn order abuse is also possible in shopper, elite, Team17 (in sd), Intermediate (if your opponent uses all his worm selects early on) and WxW. If you think turn order abuse is be definition a bad thing, then you should complain about the use thereof in those schemes as well ;) You should be able to arm yourself against a certain degree of turn order abuse in every scheme.

I think the main problem everybody has with turn order abuse is that it's too powerful.

The thing is, in other schemes you have 20 or even 45 seconds turn time, that's lots of time to work on a countermeasure against the piling - i.e. rope to the pile and kill both worms, happens quite frequently in Elite. In Hysteria however you only have 1 second, which basically means you're screwed once you get piled.

And yes, that's why it's too powerful. ;)
Title: Re: Lets work on the proper hysteria variation
Post by: lacoste on July 08, 2012, 11:47 PM
Okay, so after today im sure theres no place for bat in this scheme. Id maybe find some occasions to use it, but anything else works as well and having it in F6 weapon menu just after girder makes it almost impossible to pick from jetpack without loosing control in tough situations (not that it cant be picked on the ground). *removing*

Mortar seem to be useless, ive no clue when it could be needed. *removing*

Another thing that we tested was number of worms. There was almost no difference in game lenght with 4 and 6 worms per player (both scenarios finished far before SD). Im not sure which option to keep yet, placement rape in case of 6 worms can be hella demanding on teleports. Definitely needs more testing.
Title: Re: Lets work on the proper hysteria variation
Post by: darkmaul on July 09, 2012, 01:07 AM
nice scheme, mole is a nice weap against darksiding!
Title: Re: Lets work on the proper hysteria variation
Post by: Desetroyah on July 09, 2012, 01:10 AM
mole is a nice weap against darksiding

mole vs dark-siding...

dark-siding... dark side... mole... maul... Dark..maul

(https://encrypted-tbn0.google.com/images?q=tbn:ANd9GcRBFMlb8sBYngPAW3lN0CAqZyn2DsfqREkhflOtBnfrebOJYcNNPA)
Title: Re: Lets work on the proper hysteria variation
Post by: ShyGuy on July 09, 2012, 01:49 AM
Even with random turn order it's still possible to abuse piling to an extent but it's a step in the right direction. :)

Turn order abuse is also possible in shopper, elite, Team17 (in sd), Intermediate (if your opponent uses all his worm selects early on) and WxW. If you think turn order abuse is be definition a bad thing, then you should complain about the use thereof in those schemes as well ;) You should be able to arm yourself against a certain degree of turn order abuse in every scheme.

I think the main problem everybody has with turn order abuse is that it's too powerful.

The thing is, in other schemes you have 20 or even 45 seconds turn time, that's lots of time to work on a countermeasure against the piling - i.e. rope to the pile and kill both worms, happens quite frequently in Elite. In Hysteria however you only have 1 second, which basically means you're screwed once you get piled.

And yes, that's why it's too powerful. ;)

exactly what I was going to say.  1 second turns make piling a broken strategy.  Just reducing the turn time to 3 seconds helps a lot. 

This scheme is pretty good.  The moles are a great edition - lacoste and I played 3 or 4 times today, and an unsuspected mole shot ended two of the games when we were both trying to semi-darkside
Title: Re: Lets work on the proper hysteria variation
Post by: Kaleu on July 09, 2012, 02:43 AM
If such modification gonna happen, leave it for the ppl who like the scheme and play without a single complain, not a bunch of hyst whiners haters .
Title: Re: Lets work on the proper hysteria variation
Post by: Mablak on July 09, 2012, 05:06 AM
Since D1 brought up how RR was replaced in favor of TTRR, maybe it is possible to increase hysteria's skill level and also retain its popularity. I don't think I like the idea of more than 1 second turn time, it really changes the scheme into something else.

I'm thinking that having worm select (not select worm, I mean selecting at the start of each turn) is a pretty promising idea, especially since it will go back to normal once SD hits. So if SD time is reduced (maybe with slower water rise?), you could control whether you want to go forward with worm select in play or not. Adding either kamikaze or mole seems like a very good idea to me, to have something that can target worms who hide on the sides. I think I'd favor mole since it also makes it harder to select mine. I think maybe I'll test a scheme with some of these traits, theorizing alone is never good enough.

Title: Re: Lets work on the proper hysteria variation
Post by: Twyrfher on July 09, 2012, 09:27 AM
Mole isn't effective for darksiding. In LW we have played for almost 4 years with mole in our so called "Histeria" version, and all that moles do against darkisiding is making the worm change the position from here to there, from here to there, and again and again. You can steal some spots anyway doing that, and that adds some "flavor" to the scheme, but is not an effective way in order to avoid the darksiding, despite that is a very good weapon for tactics... opening paths to cows, nades, petrols, etc., but not more than that.

With WS the game will focus on dominate a certain area of the map, a high side, keeping your worms close each other, waiting for the SD and gg. If your worms starts at the bottom of the map, you are almost dead. WS changes a lot the sense of Hysteria. If you can't handle the rotation, you are not doing well the things on Hysteria. If 2 players play in the same way, and the obvious final situation of 1v1 with 80hp each worm is the problem (due darksiding, or keeping your worm at one border of the map waiting for winds), maybe some limited teleports would be fine AND mole there, nothing more.
Title: Re: Lets work on the proper hysteria variation
Post by: cOke on July 09, 2012, 10:10 AM
I missed the other hysteria complaining threads, but why isn't worm select (without running down the 1s timer, using hotseat time between turns) not been accepted? Surely this would be the best option to "fix" hysteria?
Title: Re: Lets work on the proper hysteria variation
Post by: TheKomodo on July 09, 2012, 10:22 AM
Hysteria isn't broke, it doesn't need fixed, it's a bunch of people trying to control what MI does, yet again, and he will more than likely fall for it.
Title: Re: Lets work on the proper hysteria variation
Post by: Free on July 09, 2012, 11:08 AM
Hysteria isn't broke, it doesn't need fixed, it's a bunch of people trying to control what MI does, yet again, and he will more than likely fall for it.

You should also add how great you are. Yeah we heard you already and yes your correct, we don't give a shit about classic league, we just want to control MI. Your like Nostradamus of WA
Title: Re: Lets work on the proper hysteria variation
Post by: Mablak on July 09, 2012, 11:10 AM
Mole isn't effective for darksiding. In LW we have played for almost 4 years with mole in our so called "Histeria" version, and all that moles do against darkisiding is making the worm change the position from here to there, from here to there, and again and again. You can steal some spots anyway doing that, and that adds some "flavor" to the scheme, but is not an effective way in order to avoid the darksiding, despite that is a very good weapon for tactics... opening paths to cows, nades, petrols, etc., but not more than that.

With WS the game will focus on dominate a certain area of the map, a high side, keeping your worms close each other, waiting for the SD and gg. If your worms starts at the bottom of the map, you are almost dead. WS changes a lot the sense of Hysteria. If you can't handle the rotation, you are not doing well the things on Hysteria. If 2 players play in the same way, and the obvious final situation of 1v1 with 80hp each worm is the problem (due darksiding, or keeping your worm at one border of the map waiting for winds), maybe some limited teleports would be fine AND mole there, nothing more.

Keep in mind, mole is much more usable with worm select goin' on. But I think it would help to add in some digging tool, mole, kami, drill, not sure. And once again, once SD hits, the worm selection goes away, and the game becomes as it normally is. Of course, we'd need something like 5 secs for SD, and the middle or slowest water rise setting. But yeah, limited teles seems like a viable option.
Title: Re: Lets work on the proper hysteria variation
Post by: fr4nk on July 09, 2012, 11:20 AM
Do you call it a "bunch" Komodo? I've just seen you saying "Hysteria is ok like this" or people that just can't play other schemes to win against someone.
I would say: just a bunch of guys want to keep Hysteria like it is now.

Title: Re: Lets work on the proper hysteria variation
Post by: darKz on July 09, 2012, 11:37 AM
Mablaks suggestions make a lot of sense to me, should try some of them out.
Title: Re: Lets work on the proper hysteria variation
Post by: TheKomodo on July 09, 2012, 05:23 PM
I would say: just a bunch of guys want to keep Hysteria like it is now.

Yah, it's same both ways, bunch of guys who want change, bunch of guys who don't.

Only difference is, it's the same people asking to change everything around here, and just because they and popular on WA, MI unfortunately takes them too serious at times.
Title: Re: Lets work on the proper hysteria variation
Post by: darKz on July 09, 2012, 05:30 PM
The point you refuse to see is, Komo, that change is necessary when schemes are full of flaws. It's only logical that competitive players (which is the majority of those asking for change) want the schemes to be as balanced and luckless as possible so the better player wins, not the luckiest and not the one who gets bored last.
Title: Re: Lets work on the proper hysteria variation
Post by: TheKomodo on July 09, 2012, 05:47 PM
There are no flaws in Hysteria, only opinions.

What bothers me is the fact you guys are labelling your opinions as flaws, and not as what they really are, opinions.

Edit: Just because something doesn't turn out the way you feel it should, does not make it a flaw, everything that happens in Hysteria can be controlled, this means there are no flaws.

I can accept your opinions, but I cannot accept you labelling them as flaws when they just aren't, and if your opinion, is something the majority shared, I would accept that and live with it.

I prefer Hysteria the way it is now.
Title: Re: Lets work on the proper hysteria variation
Post by: darKz on July 09, 2012, 06:14 PM
I prefer Hysteria the way it is now.

That's cool then, your vote has been cast. We'll let you know the result.
Title: Re: Lets work on the proper hysteria variation
Post by: DarkOne on July 09, 2012, 06:35 PM
Chaps, there are other threads to talk about hysteria, let's keep the chat on-topic here - so about the 3 second scheme that lacoste has suggested 8)
Title: Re: Lets work on the 3s turn time hysteria-like scheme
Post by: ShyGuy on July 09, 2012, 06:41 PM
played this scheme about 6-7 more times today.  You really need to keep up with your opponent's damage output turn by turn or else you'll fall behind.  Out of all the games I played with this scheme, there were only a few instances where worm advantage was used, and it was after both teams expunged their 1 worm select.  It's a lot riskier to try to pile your opponent because you'd be surprised what you can do in 3 seconds if you are fast enough... so there is now more risk in piling your opponent since it isn't a guaranteed hit like it pretty much is in hysteria.  Overall the games were a lot more dynamic than hysteria with a lot of different weapon use and hectic button pushing to make the most out of your turn.  The moles really make it hard for you to darkside and jetpack attack every turn.
Title: Re: Lets work on the proper hysteria variation
Post by: DENnis on July 09, 2012, 07:00 PM
Is it really hysteria if it's 3s turn time? I think u have invented a new scheme here, what do u want to call it?

Noobteria?

Nah joke, but it has almost nothing to do with hysteria. It is just a different scheme, if u try to compare it, it is like comparing a motorbike (fast, skillful, better reflexes, 1s) with a car (slower, comfortable, 3s, + muuuuuuuuuuuch more advantage if you start and if u have more worms at top).

I absolutely prefer flow and skill. Hysteria is good as it is, just improve your maps to get better games.

If you want to create a new scheme, np, but don't call it hysteria.
Title: Re: Lets work on the 3s turn time hysteria-like scheme
Post by: lacoste on July 09, 2012, 07:23 PM
Seems like ill have to totally get rid of "hysteria" in topic title.

Also Dennis, did you even try that scheme yet? What makes you think its slower and less skill demanding?

"I absolutely prefer flow and skill." - well, this scheme is all about flow and skill. Even more than hyst, just try it and dont get confused too often. I'll give you that half of the turns (at least) you will get lost. Something like this needs time to be very good at and thats the true factor of league scheme.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: DENnis on July 09, 2012, 07:53 PM
No, I meant as a NEW scheme it would be ok and np for me, just don't remove hysteria.

I remember aerial, thought it would be simular. In my definition: Bigger Luck-Factor = Less skill

Just see what happens. You have more worms up and start. So you had not only a whole attack more if u won, ur game start with a too big advantage. If u r up u can attack almost every turn if u r good.

That 1 who is down is much easier to attack while for that1 who is down it is much more difficult to attack and to hide. You cant say it is always like that and always like that, it is just a very little factor of the whole scheme I don't like.

I'm not good at Jetpack so you cant compare my skill with the skill of pros. You always have to compare people on the same skilllevel.

Now look at the guy with more worms down who get - b4 his game starts. How shall he win? To counter his disadvantage he has 2 possibilities:

1) If you r on the same skilllevel as ur opponent, you cant win. So you have to hope that your opponent fails at least 2 turns.
2) You have to be much better than ur opponent, then it is like in every scheme except comet dodging: You will get a deserved victory.

To 2) In hysteria you just have to be 1x better than ur opponent to win.
in 3 sec scheme you can still lose if you r only 1x better than ur opponent because of too much unfair disadvantage.


But of c new ideas r always good and will be fun, too. I just tryed to say why I prefer the 1 sec scheme :)
Title: Re: Lets work on the proper 3s turn time scheme
Post by: Flori on July 09, 2012, 08:00 PM
No, I meant as a NEW scheme it would be ok and np for me, just don't remove hysteria.

I remember aerial, thought it would be simular. In my definition: Bigger Luck-Factor = Less skill

Just see what happens. You have more worms up and start. So you had not only a whole attack more if u won, ur game start with a too big advantage. If u r up u can attack almost every turn if u r good.

That 1 who is down is much easier to attack while for that1 who is down it is much more difficult to attack and to hide. You cant say it is always like that and always like that, it is just a very little factor of the whole scheme I don't like.

I'm not good at Jetpack so you cant compare my skill with the skill of pros. You always have to compare people on the same skilllevel.

Now look at the guy with more worms down who get - b4 his game starts. How shall he win? To counter his disadvantage he has 2 possibilities:

1) If you r on the same skilllevel as ur opponent, you cant win. So you have to hope that your opponent fails at least 2 turns.
2) You have to be much better than ur opponent, then it is like in every scheme except comet dodging: You will get a deserved victory.

To 2) In hysteria you just have to be 1x better than ur opponent to win.
in 3 sec scheme you can still lose if you r only 1x better than ur opponent because of too much unfair disadvantage.


But of c new ideas r always good and will be fun, too. I just tryed to say why I prefer the 1 sec scheme :)

Didn't understand anything
Title: Re: Lets work on the proper 3s turn time scheme
Post by: DENnis on July 09, 2012, 08:13 PM
Didn't understand anything

Thats np, you wont be alone with that, it is a long complicated text.

Maybe with this metaphor you will understand point 1 of the luck-factor:


You play ttrr. Your opponent has 3 turns. You have 2 turns. If u r better you will win anyway. In the most cases some1 is better, so dont care about this then.

If you r on the same skilllevel and improve everyturn a bit, that 1 with 1 turn more has a big advantage.


And the other thing is just: if u have almost no hides (so u r too easy to attack) u will probably lose.

Title: Re: Lets work on the proper 3s turn time scheme
Post by: darKz on July 09, 2012, 08:26 PM
Have you ever played and came to understand Elite? There's always one player going second, in fact in every scheme there is someone going second because WA is a turn based game.

I don't see the validity in your argument and I don't see how going first is a bigger advantage in a Hysteria-like scheme with 3s turn time than it is in any other scheme. In Elite it's not much of an advantage by the way.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: lacoste on July 09, 2012, 08:28 PM
That would have to be hell of unlucky game when most of your worms were unable to deal some damage on their first turn. But even if so, it also makes them safe, right? Theres allways a solution, even if you are screwed badly at start. Anyway every flaw will come with time, im not rushing anything.

Also dont confuse this scheme with Aerial - its almost the same, but yet very different. I cant find anything luck dependend other than placement (which is briefly explained above) and wind.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: zippeurfou on July 10, 2012, 12:14 AM
ok, I read your post and analysed what could be the best scheme and I came up with this scheme: http://www.sendspace.com/file/58kv1w
We were supposed to try to tus hysteria on it with komo but it's too late and I am falling asleep.
I do think it is the best alternative scheme for hysteria around !
Don't forget: "if both player agree to play in an alternative scheme, you can play it in tus" So don't be shy and tus on it ! :)
Title: Re: Lets work on the proper 3s turn time scheme
Post by: darKz on July 10, 2012, 12:28 AM
I sincerely hope you're trolling Fada, that scheme is a joke. :D
Title: Re: Lets work on the proper 3s turn time scheme
Post by: fr4nk on July 10, 2012, 12:56 AM
To 2) In hysteria you just have to be 1x better than ur opponent to win.
in 3 sec scheme you can still lose if you r only 1x better than ur opponent because of too much unfair disadvantage.

Better in what? In teleporting your worm on a side? In 3 seconds you can save better your ass, or make a good attack and hide.
This requires some skills and thinking, not a damn teleport-kill-pile scheme where you plop your own worms to win the game!!!
Title: Re: Lets work on the proper 3s turn time scheme
Post by: zippeurfou on July 10, 2012, 10:23 AM
I sincerely hope you're trolling Fada, that scheme is a joke. :D


shh you're killing the fun :p


Title: Re: Lets work on the proper 3s turn time scheme
Post by: DENnis on July 10, 2012, 09:48 PM
To 2) In hysteria you just have to be 1x better than ur opponent to win.
in 3 sec scheme you can still lose if you r only 1x better than ur opponent because of too much unfair disadvantage.

Better in what? In teleporting your worm on a side? In 3 seconds you can save better your ass, or make a good attack and hide.
This requires some skills and thinking, not a damn teleport-kill-pile scheme where you plop your own worms to win the game!!!

Better in the scheme at all.

Luck/Placement is just a little factor. It doesnt deserve to talk so long about it.

The problem is: 3 sec + Jetpack ... if u r on top of the map u can attack almost every turn if u r good. The other guy just can darkside to not die first. If he has a darkside hide he would have a problem to attack. It is just more difficult to win then, not impossible ;) .. It is easier to attack him and it is more complicated for him to attack.

That1 who has an esier game just have a bigger chance to win. If theres a CHANCE it doesnt mean that he would use it perfect enough. At top u need hides, too.

And there r enough other factors like skill and brainperformance like u alrdy said.

90% should be deserved victories. There r rlly less games with too unfair advantages.

-

And back to 1 sec:

There r just much more possible good hides because the opponent cant hit u everywhere as easy as with 3 secs. Hiding is one of the most important thing to win and u need to think where could be a good hide.

-

The only and important thing I would change at 1 sec is the SD clock ... to miss 10 turns is just too long. I would say put it down to 5 and it will kill long lame darksiding, because u can decide to let the water rise much earlier. Not all this clumsy waiting, I hate darksiding.

--

And you dont need to plop ur own worms to win. Just think more than only 1 step and pile ur own worms in the right moment so that telecow wouldnt make much sense for ur opponent. If he telecow you, you will still win because of more hp if u did it correct. There are more possibilities than just the cursorily tactics to let the game end faster.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: lacoste on July 11, 2012, 12:44 AM
Once again, dont talk about Hysteria in this thread.

Title: Re: Lets work on the proper 3s turn time scheme
Post by: fr4nk on July 11, 2012, 10:15 AM
Dennis, manual placements would solve anything you are talking about.
Anyway, we should give a try to this scheme.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: lacoste on July 11, 2012, 10:42 AM
Theres easy solution for being raped by placement - avoid having too many closed places when picking/reseeding the map at the same time trying to make it as complex as possible without big plop holes and straight ground in the middle.
Manual placement is bad just like it would be in Intermediate for example.
About 1 player having to put more effort to win a game - theres nothing wrong about it. Many schemes work that way. 3s turn is no big deal - you can either block your opponent, tele out somewhere safe or do something clever.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: fr4nk on July 11, 2012, 12:05 PM
Yeh, and it's pratically impossible to have all 4 worms closed while the other team has them placed on the top map.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: lacoste on August 27, 2012, 03:00 PM
New changes:

- Removed Clusters
- Added 3 Drills
- Mad Cow replaced by Granny
- Teleport ammo reduced from 5 to 3

Also, now when WO is over i can make things going so i started 3s Development Cup (https://www.tus-wa.com/cups/cup-473/), when its approved everybody is welcome to join.

Scheme file added to first post.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: Hussar on August 29, 2012, 12:20 PM
it looks almost like aerial with some changes.


but its fine for me lacoste.


i ll test it.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: lacoste on August 29, 2012, 12:50 PM
it looks almost like aerial with some changes.

"Almost" makes huge differences, check the  scheme description (https://www.tus-wa.com/schemes/scheme-774/) anyway, i think its fair.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: Kaleu on August 29, 2012, 01:27 PM
Why u still trying to change this adorable scheme?
Title: Re: Lets work on the proper 3s turn time scheme
Post by: HHC on August 29, 2012, 02:35 PM
I just played it with Berria  :)

It's a copy of Aerial, but with Hysteria weapons  ???


You should just play Aerial instead. The flamethrower is rather useless when you pretty much always use your jetpack and the granny isn't as good as a sheep.

The crates are also missing. They make the game a little more dynamic. Without them it tends to boil down to a BnG-sort of fight between one side of the map and the other. The crates make people leave their hides and they give some benefit to the player hiding on top (and dominating the field).


If you want to have a more hysteria-kind of game you should stick to 1 sec, or 2 sec at most. 3 sec makes Aerial and if you want a scheme like that you should go with the Aerial scheme and expand or detract weapons and options from there rather than sticking to weapons that might be useful in 1 sec schemes, but that are rather pointless in a 3 sec one.

I also don't really see the point in having 2 worms more per team. It tends to boil down to 1vs1 anyway. I think it makes the game more boring than making things more fair.


Title: Re: Lets work on the proper 3s turn time scheme
Post by: Hussar on August 29, 2012, 02:50 PM
yeah, lets move aerial to classic league !!!!!!!!
Title: Re: Lets work on the proper 3s turn time scheme
Post by: Desetroyah on August 29, 2012, 03:00 PM
Let's not.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: lacoste on August 29, 2012, 03:09 PM
It's a copy of Aerial, but with Hysteria weapons  ???

You should just play Aerial instead. The flamethrower is rather useless when you pretty much always use your jetpack and the granny isn't as good as a sheep.

Personally i find Aerial incomplete and way too chaotic (there are people who can back me up on this). Not my style, but i allways loved the concept of 3s jetpacking scheme. Flamethrower is indeed very useful making you be aware even more where you hide, or let you shoot through terrain (we had quite a bid good turns with flame and not just simple burning). Granny isnt as good as sheep but thats not the point. Point is to actually know when and how to use it for the best outcome from high damage weapon, plus you have both LG and non LG possibilities! Should i set Salvation Army, coz its better than Sheep?. Old lady deserves something more than just an addition in popular crate schemes and so i found a place for her in this scheme, where it works unsuprisingly well. The use of SW, Moles, LG, 3s mines and SD around 20min mark, among other things also stands out in how the scheme can be played, so i wouldnt call it a copy.

The crates are also missing. They make the game a little more dynamic. Without them it tends to boil down to a BnG-sort of fight between one side of the map and the other. The crates make people leave their hides and they give some benefit to the player hiding on top (and dominating the field).

Removing crates was the first thing to go for me. Other than that i disagree.

3 sec makes Aerial and if you want a scheme like that you should go with the Aerial scheme and expand or detract weapons and options from there rather than sticking to weapons that might be useful in 1 sec schemes, but that are rather pointless in a 3 sec one.

Thats basically what i did. Edited Aerial and changed things to be suitable for gameplay and diverse/original for a crateless scheme. Plays totally right and serves fun every game.

I also don't really see the point in having 2 worms more per team. It tends to boil down to 1vs1 anyway. I think it makes the game more boring than making things more fair.

More worms = longer game (by no means too long). Cant understand how could it be more boring and less fair in this scheme.

Title: Re: Lets work on the proper 3s turn time scheme
Post by: Peja on August 29, 2012, 09:43 PM
really was hooked by aerial when it was released, cos it was fresh and something different. but after lots of games it gets boring for me. always the same to do, like jp nade drops or jp zooks (of course in addition to the casual bng part)

3s of coste fixes this with the addtional option of lg in combination with 3 s and weapons like moles or a granny. also u can do really cool plops with nice timing. guess this scheme has a much higher learning curve and also more dynamic. wormselect is also a nice tactical option.

removing crates was needed if you want to create a serious league scheme. to all people who want to see aerial in classic league: i wanna see your face when u get pawned by flames after a crate spawns right next to you or your oppoents gets a crate which makes him able to kill you cos cool weap.

anyway was very sceptic about the scheme of coste at the begining but now i really enjoy it. there are so many options, i hardly know what do in my turns :)
just try this scheme, you wont regret it. otherwise you get your money back muhahahahahe
Title: Re: Lets work on the proper 3s turn time scheme
Post by: Free on August 29, 2012, 10:35 PM
Remove Hysteria and add this.

ALREADY!

Hysteria is a disgrace to a competitive league.. and I think and hope that Hyst fanatics will like this as much/even more.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: Kaleu on August 30, 2012, 12:44 AM
You are wrong.
Title: Re: Lets work on the proper 3s turn time scheme
Post by: Turko on August 30, 2012, 01:19 AM
Remove Hysteria and add this.

ALREADY!

Hysteria is a disgrace to a competitive league.. and I think and hope that Hyst fanatics will like this as much/even more.

Agree, or remove hysteria and add nothing  ;)
Title: Re: Lets work on the proper 3s turn time scheme
Post by: Hussar on August 30, 2012, 07:48 AM
i just meant then this looks similiar, i like ur sheme Lacoste and all ur changes, I would like to see this in classic  >:(
Title: Re: Lets work on the proper 3s turn time scheme
Post by: darKz on August 30, 2012, 10:53 AM
Can't get worse than what we have with Hysteria so why not. :D