Due to lack of time I'm going to answer each main post separately, for now, let's start with BnG.
2. Should there be rules preventing straight Bazooka shots and the use of Shotgun to damage enemy worms? I feel it's cleaner not to have them because these things can very easily be countered by hiding intelligently and only agreeing to play on at least somewhat complex (not completely flat) maps. It's also somewhat optimistic to hope that everyone's personal definition of what a straight Bazooka shot is would be the same, and I'm not sure an objective definition is even possible to put forward. Can it be and what would it sound like, in terms that the game could enforce on its own, objectively?
I think the usage of Shotgun to damage your opponent sounds very weird. At least to me. The name is Bazooka and Grenades. I see very little situations where that could be used, but still, that shouldn't be allowed.
In case straight Bazooka shots rise to be a problem - although I think that rule was only included for so long due to tradition - then the aim of the Bazooka could be limited the same way Ninja Rope is in Elite, if that's even possible. Otherwise I don't think that should be an issue.
3. Should Blow Torch, Girder and Pneumatic Drill be part of the scheme? Having infinite Fire Punch, Shotgun and Teleport seems to replace these in most real life situations almost completely, while keeping scheme rules simpler (no grey area Girder rules, fewer darksiding situations). Currently, only infinite Blow Torch remains in the scheme, largely for reasons of tradition, but I guess it doesn't break anything if the darksiding rule is kept simple and easy to agree on. Torch tunnels are kind of fun to try and aim into (and out of) as well, so I'm inclined to keep Blow Torch in there.
I find Blow Torch useable often, even with infinite amount of Teleports. Girders should be removed for the above mentioned reasons.
4. Should TestStuff's circular aiming be part of the scheme? Why did TUS start enforcing it for BnG? I find it breaks my normal way of aiming completely so that I have to rely on notching more because of it, not less. Without going into the details of notching, isn't that the opposite of the desired effect? Not to mention that with the current implementation of it, fall damage is actually easier to achieve, making it very hard for players with 10+ years of BnG experience to estimate shot damage, while adding no positive effects that I can think of. TestStuff really has no place in BnG, I feel.
Hell no! I believe that was included to prevent players from notching. I think you should much rather learn how to notch and then use that skill wisely to predict other, non full power shots. Full power shots are not suitable for everything, although with a windless turn, you can inflict quite a lot of damage with the Bazooka easily. Still, I personally vote no TestStuff.
BnG
1. Should worm health be set to 250 in 1v1 matches? Between highly skilled players, on slightly more open maps, I feel games can be over very quickly with only 200 health; the additional 50 health makes it take roughly two solid hits more before a worm loses all health, which feels about right to me. For 2v2 matches, 200 health per worm is fine.
This one is simple. There is a number of players who are able to finish a round of BnG very quickly, but how many of them? The standard scheme variant should be satysfying for both sides, veterans and mediocre/newbie players, especialy considering the fact that the scheme would possibly target random people at WormNet's ranked play one day. Time has shown that even if a round of BnG can last 5-10minutes on average between scheme specialists, it can also last uncomparably longer between people not specialised with the scheme. And we know that there is not too many bng scheme specialists anyway. Also, BnG doesnt look slow/fast in comparision to other schemes on average, and remember that a game of RR lasts much shorter, no matter if you are good or bad at it. On top of that, some people simply get frustrated playing BnG and being unable to hit eachother - while its not a good excuse for old players, new players might find having to play even longer BnG as a waste of time (50hp difference can be too huge for them).
Thanks for writing my thoughts down! Agreed.
2. Should there be rules preventing straight Bazooka shots and the use of Shotgun to damage enemy worms? I feel it's cleaner not to have them because these things can very easily be countered by hiding intelligently and only agreeing to play on at least somewhat complex (not completely flat) maps. It's also somewhat optimistic to hope that everyone's personal definition of what a straight Bazooka shot is would be the same, and I'm not sure an objective definition is even possible to put forward. Can it be and what would it sound like, in terms that the game could enforce on its own, objectively?
I dont like the idea of overly complicating BnG rules, so it might be a good idea to not include these at all. But imagine a situation like this: https://dl.dropboxusercontent.com/u/43525724/straightshot.PNG That, imo, isnt the spirit of BnG. However the problem is that not every zook aimed straight can fall under this category, for example a zook that does a gentle curve, shooting an opponent's worm who is standing way below your worm's level is legit. So i'd say that rule needs a better explanation, but still even the best written rule will have a loophole that eventually people will take advantage of, sooner or later, not necessarly often.
Perhaps a rule that clearly defines what a straight shot is and limits it's usage to situations where there wind is opposite to the shot's direction could do the trick, without overcomplicating, as you pointed out.
3. Should Blow Torch, Girder and Pneumatic Drill be part of the scheme? Having infinite Fire Punch, Shotgun and Teleport seems to replace these in most real life situations almost completely, while keeping scheme rules simpler (no grey area Girder rules, fewer darksiding situations). Currently, only infinite Blow Torch remains in the scheme, largely for reasons of tradition, but I guess it doesn't break anything if the darksiding rule is kept simple and easy to agree on. Torch tunnels are kind of fun to try and aim into (and out of) as well, so I'm inclined to keep Blow Torch in there.
I have no problems with Blow Torch, it can even make the game even more interesting as there are more fancy passages for grenade to bounce through. Drill can be useful in a situation where you can be easily pushed down to a ditch, so using it will put your opponent in advantage anyway. Also I dont see it being abused - if you dig yourself too deep, you wont be able to hit eachother with a grenade. Teleport can be used for similar purposes as well. Girders are completely gamebreaking though. It should be taken down long ago. The most basic example is that sometimes part of bng is about making your opponent run out of hides, so even if someone uses a girder for bounce, later into the game it WILL be used as an additional hide or obstacle, no question about it, even if not done on purpose. The shot which should normally hit you will hit girder. You push your opponent under a girder and then what. There is only 1 map and it shouldnt be modifed in anyway, other than weapons.
Completely agreed.
Sorry if some points I missed in this thread. I also think that maybe reorganizing these discussions into separate topics for each scheme would help this keep less mad.