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One-Boards => Schemes => Topic started by: franz on March 07, 2013, 05:19 AM

Title: Top Scheme Ideas
Post by: franz on March 07, 2013, 05:19 AM
Collecting my Top Scheme Ideas since they get scattered around too many threads and get hidden.  I just wanted to have them all in one place so I could find them and update them as needed.  You can post your own list too if you want.  (This isn't meant to stop that Team of Experts (https://www.tus-wa.com/forums/leagues-general/team-of-experts-19746/) thread discussion, you can keep talking there, I'm posting this at my own whim).


ROPER: 2 worms per team (https://www.tus-wa.com/forums/schemes/roper-allow-2-worms-option-in-1v1-17742/), aimed mainly at 1v1, since clanners are already 2 worms per team and are balanced well that way.

BNG: /TestStuff activated (https://www.tus-wa.com/leagues/game-138647/msg157968/#msg157968) (makes full power shots harder), no rules, unanchored, 0 retreat time, 2 worms per team, fiddle with weapons for mobility like low power shotgun/#teleports/etc.  (These are obviously a lot of changes, likely needing game testing)

HYSTERIA: add 1 Worm Select (makes piling at end of the game a risk).  I could see this being better than simply turning on Tabbing through worms as this would retain a lot of how Hysteria is still liked now but adds that wrinkle Worm Select to make the end of games more interesting.

ELITE: keep Rope Knocking off.  No one really complains about the no Rope Knocking rule that's been in place anyway so I don't think it needs a change just for the sake of change.  I realize Barman was the first to suggest this here, who has been playing Intermediate more lately, so that's probably where he got the idea from, but I think keeping Rope Knocking off is a perfectly fine rule that should stay.  Try Rope Knocking in Intermediate games or maybe Elite-variants (https://www.tus-wa.com/schemes/scheme-930/).

TTRR: don't go more than 3 worms.  Keeping the worm count at 3 is best.  If anything, less worms down to 2 would be more exciting and thrilling, but I think 3 has been a nice balance for a long time, and more worms just waters down the quality of play.
Title: Re: Top Scheme Ideas
Post by: Statik on March 07, 2013, 05:39 AM
I would also add more worms to TTRR...
Title: Re: Top Scheme Ideas
Post by: Hussar on March 07, 2013, 08:35 AM
yeah, ttrr is too short, to fast but why? if u are njoyin roping this would be better for u to make this game longer.

5 worms per team i would say.
Title: Re: Top Scheme Ideas
Post by: GreatProfe on March 07, 2013, 11:17 AM
add a select worms in hysteria is kinda risky, Franz. Imagine if u do a mistake in the keypress order and u surrender urself accidentally xD
Title: Re: Top Scheme Ideas
Post by: Dmitry on March 07, 2013, 11:19 AM
xd f12+f12 will be interesting
Title: Re: Top Scheme Ideas
Post by: barman on March 07, 2013, 11:50 AM
Some of my ideas:

BnG:
- maps divided in the middle (look at my recent bng maps: https://www.tus-wa.com/groups/Q/maps-choices/ ), no closeness rules
- one girder, no usage restrictions
- infinite shotguns and teleports
- /ts

Elite:
- allow rope knocking

Hysteria:
- less sudden death time (5 seconds)

Roper:
- 2 worms per team
- a rule I came up with a while ago: ALL crates need to be collected before attack (that sometimes prevents an instant gg if someone falls without taking a crate)

Team17:
- allow rope knocking

TTRR:
- more worms per team (5?)

WxW:
- allow a variation free of weapon luck ( https://www.tus-wa.com/schemes/scheme-628/ )
Title: Re: Top Scheme Ideas
Post by: ANO on March 07, 2013, 12:11 PM
Some of my ideas:

BnG:
- maps divided in the middle (look at my recent bng maps: https://www.tus-wa.com/groups/Q/maps-choices/ ), no closeness rules
- one girder, no usage restrictions
- infinite shotguns and teleports
- /ts

Elite:
- allow rope knocking

Hysteria:
- less sudden death time (5 seconds)

Roper:
- 2 worms per team
- a rule I came up with a while ago: ALL crates need to be collected before attack (that sometimes prevents an instant gg if someone falls without taking a crate)

Team17:
- allow rope knocking

TTRR:
- more worms per team (5?)

WxW:
- allow a variation free of weapon luck ( https://www.tus-wa.com/schemes/scheme-628/ )

I agree totally with you. Specially about the rope knocking and the roper and the wxw (of course, ages I say this D).

I find interesting also 1 select-worm in hysteria but no more then 1, but I m not sure, maybe for an hyst-cup, I like hysteria the way is now.
Title: Re: Top Scheme Ideas
Post by: Kaleu on March 07, 2013, 12:33 PM
Nice post barman I agree with all but Roper, 2 worms should be aan option not a rule like w2roper the crate rule is nice btw.
Bunga wxw is a great scheme thought, no need luck in crates just a good usage of weaps.

BnG (https://www.tus-wa.com/Themes/default/images/post/topic_solved.gif)
Elite (https://www.tus-wa.com/Themes/default/images/post/topic_solved.gif)
Hysteria (https://www.tus-wa.com/Themes/default/images/post/topic_solved.gif)
Team17 (https://www.tus-wa.com/Themes/default/images/post/topic_solved.gif)
TTRR (https://www.tus-wa.com/Themes/default/images/post/topic_solved.gif)
WxW (https://www.tus-wa.com/Themes/default/images/post/topic_solved.gif) 
Title: Re: Top Scheme Ideas
Post by: TheKomodo on March 07, 2013, 12:52 PM
Wow bar, I would actually agree to every change you just said.

Especially the BnG/Hysteria.

5s SD would be so much better.
Title: Re: Top Scheme Ideas
Post by: Anubis on March 07, 2013, 06:01 PM
Yeah, TTRR needs more Worms, I agree. Back then when there was no TTRR and for the most part 30second turn time it wouldn't matter how many Worms you got since drowning your first worm meant instant gg if the other player didn't make major mistakes as well so there was really no need to have more Worms anyway.
Title: Re: Top Scheme Ideas
Post by: Maciej on March 07, 2013, 06:24 PM
why do you want rope knocking in elite and t17? I have no opinion, just asking. There was always rule about knocking (since I can remember), this would make a huge brain lags in all these games for first few weeks :P you can knock in roper, wxw, shopper, isn't that good to have opposite rule here?
I agree in hysteria (5 sec SD) and ttrr (to have more worms). To avoid telecows in hysteria we can make random worm turns?
But I don't agree in roper. If someone loses his crate it's his mistake, we shouldn't give him any bonus for that. Anyway in roper you can lose even 2 crates and you still may be in game...

BUT FOR THE REAL I DON'T WANT ANY CHANGES IN CLASSIC LEAGUE, OTHERWAY WE CAN'T CALL IT CLASSIC...
Title: Re: Top Scheme Ideas
Post by: barman on March 07, 2013, 06:43 PM
why do you want rope knocking in elite and t17? I have no opinion, just asking. There was always rule about knocking (since I can remember)
Accidental knocks can lead to confusing situations (look here (https://www.tus-wa.com/leagues/download/game-140460-1/) at 5:49), sometimes a player must take an extra care not to knock a worm instead of just doing what he wants.
This rule takes away some skill and creativity from the scheme, a lot of intermediate moves rely on knocking the worms around to optimal positions.
Moreover, it is nothing more than just a historical rule, we still play with it only because knocking was disabled in the elite league channel in ancient times. Why not simplify the schemes and allow it?
Title: Re: Top Scheme Ideas
Post by: zippeurfou on March 07, 2013, 07:00 PM
I agree with you barman.
And lol@this game. I'm glad you didn't lost it.
Title: Re: Top Scheme Ideas
Post by: OrangE on March 07, 2013, 07:01 PM
i agree with barman aswell.
Title: Re: Top Scheme Ideas
Post by: Peja on March 07, 2013, 07:06 PM
agree agree lololo. what about hosting a tel or trl elite season with ropeknock as test so people can get used to it?
Title: Re: Top Scheme Ideas
Post by: zippeurfou on March 07, 2013, 07:17 PM
Why not. Also to add a little income about rope knocking.
This is a typical rule where people take advantage of the rule in order to win the game.In my opinion, the game barman did link is a perfect example on how can people can use this rule in order to be lame.
The rule itself come from the time elite was playing in a non rope knocking channel. Afterwards, this rule was added mainly in order to avoid rope knocking + plop (dyna or bat) but nowadays it is used to attempt to lame win a game with dumb argument as used in barman game. That's why I also think that in order to prevent this kind of attitude it should just be removed. At least try to see if it can work out with this rule removed with tel or cup as suggested by pej and if yes just remove this rule. It won't affect the game very much except adding more strategy :-).
Title: Re: Top Scheme Ideas
Post by: Hussar on March 07, 2013, 07:24 PM
totally agree barman !
Title: Re: Top Scheme Ideas
Post by: Free on March 07, 2013, 07:26 PM
I'd be all in favor of rope knocking as it just ADDS to the skill-level of the scheme, more variety in attacks, more to think about in defense.
Title: Re: Top Scheme Ideas
Post by: GreatProfe on March 07, 2013, 08:22 PM
i think the ppl addicted to rope should understand ground schemes is to be decided in ground - not in rope ninja. Pretty sure to add rope knocking in elite and team is a mistake: the rope has only the function to move your worms in the map - not to get any advantage. Just saying - do not take it as personal.
Title: Re: Top Scheme Ideas
Post by: Free on March 07, 2013, 08:36 PM
i think the ppl addicted to rope should understand ground schemes is to be decided in ground - not in rope ninja. Pretty sure to add rope knocking in elite and team is a mistake: the rope has only the function to move your worms in the map - not to get any advantage. Just saying - do not take it as personal.

OH JUST LIKE IN INTERMEDIATE? PLS DO NOT TAKE IT AS PERSONAL BUT IN WHAT PAGE OF UNIVERSAL WORMS BOOK IT IS SAID THAT ROPE IS ONLY FOR MOVEMENT? OR MAYBE ITS JUST IN UR HEAD?
Title: Re: Top Scheme Ideas
Post by: GreatProfe on March 07, 2013, 08:39 PM
intermediate is kinda different from elite  :-\

Elite has different maps, different arsenal and different rope ammo/power. So, different schemes, in my head and in every eliter head.
Title: Re: Top Scheme Ideas
Post by: Peja on March 07, 2013, 08:43 PM
you talked about ground schemes, afaik inter isnt a rope scheme. and in fact ropeknock is a skill used in kinda every scheme, not using it in elite/t17 just causes hides which are total absurd and you wouldnt chose them in any other scheme. 
Title: Re: Top Scheme Ideas
Post by: GreatProfe on March 07, 2013, 08:44 PM
is a scheme with 5 ropes a ground scheme? i dont think so... i guess intermediate is as the name says... intermediate xD
Title: Re: Top Scheme Ideas
Post by: Impossible on March 07, 2013, 08:45 PM
Id like to have jetpack instead of tele. Seriously, you can move without wasting a turn, bng its about bazooka and grenade, not about moving and building hides, thats one of the reasons why bng is so boring, and why bng called bng.
But jetpacks should be limited, around 7-8, because otherwise people can hide and dont move till they get a decent wind.
Im agree about no rules bng, Im bored of people calling me lame xD
However stay on distance from opponent should stay as a rule.

Id like to write what I want to change on all of these schemes, but the tus is not enough
Title: Re: Top Scheme Ideas
Post by: Free on March 07, 2013, 08:51 PM
Nah you lost Prof.

Really.
Title: Re: Top Scheme Ideas
Post by: Impossible on March 07, 2013, 09:12 PM
(http://rghost.ru/44345005/image.png)
Chapter 4:
How do I know if scheme is rope-based or ground?
If scheme become unplayable retard bullshit after removing ninja rope - its rope-based scheme. This explains why roper, wxw, ttrr is rope-based mkay?
If scheme you can do a turn without using a rope it means scheme is ground. This explains why t17, elite, inter is ground as well as explains that shoppa is half rope half ground because sometimes you can do a turn without using the rope
Title: Re: Top Scheme Ideas
Post by: zippeurfou on March 07, 2013, 09:30 PM
I also disagree with you prof. Just think elite has only 2 rope. It won't make a huge difference and as I said before it'll help avoid these cheap rule abuser people :-).
Title: Re: Top Scheme Ideas
Post by: GreatProfe on March 07, 2013, 09:34 PM
hmmm although the troll languague, i agree it with impossible.

Title: Re: Top Scheme Ideas
Post by: Anubis on March 07, 2013, 10:17 PM
Yeah Prof, a bit rude by Impo but it makes 100% sense. :)
Title: Re: Top Scheme Ideas
Post by: KoreanRedDragon on March 08, 2013, 12:35 AM
Would you guys still want rope knocking to be allowed in Elite and T17 if there was an option to easily enable or disable it in the scheme file?
Title: Re: Top Scheme Ideas
Post by: Twyrfher on March 08, 2013, 01:57 AM
Would you guys still want rope knocking to be allowed in Elite and T17 if there was an option to easily enable or disable it in the scheme file?
Not at all, just play in #pt, years playing Elite without rk and the complaints about that would be like 1 of 1000?
Title: Re: Top Scheme Ideas
Post by: franz on March 18, 2013, 06:22 PM
adding these to my original post:

ELITE: keep Rope Knocking off.  No one really complains about the no Rope Knocking rule that's been in place anyway so I don't think it needs a change just for the sake of change.  I realize Barman was the first to suggest this here, who has been playing Intermediate more lately, so that's probably where he got the idea from, but I think keeping Rope Knocking off is a perfectly fine rule that should stay.  Try Rope Knocking in Intermediate games or maybe Elite-variants (https://www.tus-wa.com/schemes/scheme-930/).

TTRR: don't go more than 3 worms.  Keeping the worm count at 3 is best.  If anything, less worms down to 2 would be more exciting and thrilling, but I think 3 has been a nice balance for a long time, and more worms just waters down the quality of play.
Title: Re: Top Scheme Ideas
Post by: OrangE on March 18, 2013, 06:25 PM
i strongly think that if elite it's supposed to stay a non-knocking scheme there should be a scheme fix in some way, or it should be played in a channel where knocking isnt working.

5 worms in ttrr could be good OR a bad thing. i didn't try it yet competitively so i still don't know.
Title: Re: Top Scheme Ideas
Post by: ANO on March 18, 2013, 06:28 PM
maybe 5 worms is too much for leagues  I think... it cut off the stress and the adrenalina... 3 is the best I think... maybe 4.. but 5 is too much...
Title: Re: Top Scheme Ideas
Post by: GreatProfe on March 18, 2013, 06:40 PM
Imo 4 worms in TTRR is pretty. Sometimes the maps are tight or there are some fail zones where we lost 2/3 turns. It's kinda normal because the game objective is to be fast and i guess 4 worms gives a battle better than 3 worms-safe runnings.
Title: Re: Top Scheme Ideas
Post by: franz on March 18, 2013, 06:42 PM
i strongly think that if elite it's supposed to stay a non-knocking scheme there should be a scheme fix in some way, or it should be played in a channel where knocking isnt working.

5 worms in ttrr could be good OR a bad thing. i didn't try it yet competitively so i still don't know.

Deadcode/CyberShadow as far as I know are still promising a rewrite of scheme settings to allow a clickable option for Rope Knocking, and that could still be a long ways a way, but at least that idea is out there.  As far as hosting Elites in AnythingGoes, there really haven't been almost any complaints on this because people know the risk of hosting there, and it's just convenient, so most people are lenient when a little nudge happens that doesn't affect gameplay.  Anything more controversial is more easily handled in complaints with Mod insight, and I think all previous cases of this have been handled appropriately.  Still, for anyone who is still bothered by even a possibility of Rope Knocking happening, they always have the option to force hosting in PartyTime, but almost no one ever asks for it.

Yeah, I'll still say 3, or even 2 worms in TTRR if people want to try change, that's just my opinion.
Title: Re: Top Scheme Ideas
Post by: SPW on March 18, 2013, 11:11 PM
adding these to my original post:

ELITE: keep Rope Knocking off.  No one really complains about the no Rope Knocking rule that's been in place anyway so I don't think it needs a change just for the sake of change.  I realize Barman was the first to suggest this here, who has been playing Intermediate more lately, so that's probably where he got the idea from, but I think keeping Rope Knocking off is a perfectly fine rule that should stay.  Try Rope Knocking in Intermediate games or maybe Elite-variants (https://www.tus-wa.com/schemes/scheme-930/).

TTRR: don't go more than 3 worms.  Keeping the worm count at 3 is best.  If anything, less worms down to 2 would be more exciting and thrilling, but I think 3 has been a nice balance for a long time, and more worms just waters down the quality of play.

100% agree.
Title: Re: Top Scheme Ideas
Post by: Rogi on April 06, 2013, 06:17 AM
What about shopper? Do u have some ideas for scheme instead of shopper.
Don't know why, but first what came to my empty head is dabble  & Fidget :-):-)
Balanced, Interesting, original ::)
Title: Re: Top Scheme Ideas
Post by: Rogi on April 20, 2013, 12:58 PM
gygu900
Title: Re: Top Scheme Ideas
Post by: Pixy on May 10, 2013, 05:12 PM
Hysteria should have moles, not many, something 3 or 4, to prevent darksiding.