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 thread discussion, you can keep talking there, I'm posting this at my own whim).
ROPER:
2 worms per team, aimed mainly at 1v1, since clanners are already 2 worms per team and are balanced well that way.
BNG:
/TestStuff activated (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.
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.