Forums
May 18, 2024, 08:46 AM

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Dream Trance

Pages: 1 [2] 3 4 5
16
Kf / 100 EUR prize tournament
« on: June 12, 2020, 12:09 AM »
What if the prize money for each tournament / league was 100 EUR (distributed amongst top 3 players each season)?

Any volunteers for signups?

17
Official Kaos PX League Season 1 / Signups / match arrangements section
« on: September 01, 2018, 07:18 PM »
Today is the 1st day of the season.

The players who signed up for it so far:

Dr.Abegod
Dream
enrico-gold
eule
Kayz
Mega`Adnan

New players may join here as well as match arrangement can take place here. Arranged matches will have the priority in the schedule.

18
Kf / Kaos Px Official video promotion
« on: August 26, 2018, 04:35 AM »
I'm reviewing gameplays I did with Kayz since May this year and recording many cool moments from pro kaos action with my Fraps software, so it would have its own showcase.

Each match has its "Best multikill of the match" recording, plus some fancy takedowns, pilings, skillshots and more.

This is a good opportunity to promote new events and maybe we could have a tournament with 16 players in future.

Is someone skilled enough in pro video editing and willing to contribute? It would be much appreciated. :)

19
Kf / Classic kaos alternative
« on: August 25, 2018, 06:39 PM »
However I do like classic kaos enough and don't want to completely turn my back on devoted oldschool players, there may be an interesting alternative.

I may be managing the classic event with the rules that apply to the px version for those who do not consider participating in px edition.

Realize though, that px edition is the main route we took, and it will have a priority over clasic edition.

The classic event may be run simultaneously. Is this fair enough? Who would want to compete?

20
There may be a 2 vs 2 official "doubles" rankings, any pair of players can request a match and it will be hosted for you, results will be published, rankings will be updated.

Matches amount within a season by same players may be restricted as well as in 1v1 event to avoid excessive activity by same players.

21
Apart from 1v1 event, there may be 1v1v1 matches played on an official basis with a separate ranking, here are a few words about this.

The PX Kaos survival - ranked match rules
-----------------------------------------

There is only 1 rule that should be followed during the gameplay.

At least 1 hp damage must be inflicted within whole turn to the team that is not being last.

The exceptions from this rule are:

- when any team (except of the current player) is invisible.

- the damage / kill comes from other source than player's actual attack within that turn (devices alone etc.)

The last team is determined at the start of each turn and is depending on a number of worms (including the current player, so if last player performs a turn, he can attack anyone).

A turn counts from the moment of being able to select a worm to the end of cratedrop once turn-timer expires.

Full season consists of 10 full official matches played until any player wins 3 rounds (if there will be more interest, this amount may increase).

Ranking is based on match wins as 1st criteria, main points as 2nd criteria and performance points as completely separate 3rd criteria and consists of the following:

More than 3 matches with exact same configuration of players in 1 match is a limit within a season.

Main points system
------------------

a) Positive points are earned for:

- winning a round (5 points)

- worm survivors (0,1 to 0,6 point depending on how many worms have survived)

- being the last one standing under specific amount of time (0,2 / 0,4 / 0,6 point depending on time amount: under 15, under 10 and under 5 minutes)

b) Negative points are applied for:

- attacking (but not killing) only the last team (-0,5 point deducted for each such turn)

- killing only the last team (-1 point for each kill within a turn)

Additionally an abused player is granted a possibility to abuse the rule without point consequences (depending if it was an attack or a kill - of a same nature).

Performance points system
-------------------------

- performing multikill combos within a turn including the kills that are made by other sources on current player's turn
(0,4 to 1,1 point depending on how many worms are killed - 4 to 11* worms, but 1,5 point for 12 kills combo)

- collecting at least 100 crates within a round if noone else reached this amount (0,5 point)

* killed worm that counts for multikill combo is defined by the one who drowns or is exploding with an animation,
due to multiple kills of same worm within health zone issue

22
Confirm here that you sign up to the event. Also new players are free to join the season.

23
Official Kaos PX League Season 1 / Disconnection issue policy
« on: August 25, 2018, 05:14 PM »
If the match disconnects for whatever reason at any point the following rules will be in effect:

Score policy
------------

The score from completed rounds will be valid as well as the performance points for multikills from a round that disconnected even if in repeated round there will be no multikills. This is because we don't want to rob anyone of something he achieved already in original attempt.

If there were no multikill combos and there was no possibility to get anymore at the moment of disconnection the points will not be applied in repeated round even if there are any combos performed in this attempt. This is because it would be unfair being awarded for something that wouldn't be possible in original attempt.

example:

- Player A has 3 worms left and a round disconnects,
- Player B did not perform any multikill combos so far and cannot perform them anymore in current round, but in repeated round Player B performs one,
- Player B is not receiving any points for that for logical reasons (he wouldn't have a chance to get these points originally).

Any performance points gained in disconnected round shall not be higher than the ones that could've been achieved at the moment of a drop.

example:

- Player A had 5 worms at the moment of disconnection,
- Player B had 3 worms at the moment of disconnection,
- Player B wins repeated round with 5 worms, but he's receiving just 3 points for survivors because he couldn't have won it with more than 3 (a maximum possible amount from original attempt is awarded in this case).

- 100 crates as well as quickwin awards will not be applied for disconnected round repetition for obvious reasons as original disconnected round could have been longer (or was already longer) and the other player could cancel 100 crates award by also collecting this amount.


Weapon values points policy
---------------------------

Main host (me) checks the replay file at the exact point where it disconnected and counts all "weapon values points" for each player using the table below. Transparent weapon panel included in the scheme may help tracking the exact amounts of each weapon / utility that each player had at the moment of disconnection.

The player who disconnects must automatically skip one first turn in the repeated match. If the host disconnects, no one gets this default skip.

What is more - turn skips must be performed by the player who has "weapon values points" disadvantage according to the pattern below:

If there is a 0-19 points difference between the players, no skip is being granted.
If there is a 20-59 points difference between the players, the player who has less points must skip his 1st turn directly without taking any action.
If there is a 60-99 points difference between the players, the player who has less points must skip his 1st and 2nd turn directly without taking any action.
If there is a 100 or more points difference between the players, the player who has less points must skip his 1st, 2nd and 3rd turn directly without taking any action.

If it happens that both players has to skip, the difference of skips required is counted and only the player who has to skip skips.

example of this situation: Player A disconnects and has to automatically skip as a penalty for being the one who disconnected, Player A also had weapons/utilities advantage when it disconnected so Player B has to skip first 2 turns. In practise Player B will be the only one who will be skipping 1 turn (B2-A1=B1).

--

As long as certain player has to skip, it is forbidden to inflict any damage to that player, blocking any worm of that player or placing any turrets on a landscape. You may modify land and use anything to collect though as long as the skipping player gets no damage.

If you happen to violate this rule and damage your opponent during that time, you directly have to skip the current and following turn. The skipping player will still skip the amount of turns he is obliged to skip.

--

Apart from just power advantage also worms advantage, but only by the player who DIDN'T disconnect, qualify for additional skips.

1 skip for 4 or 5  worms advantage
2 skips for 6 or 7 worms advantage


--

A player who doesn't have to skip has the right to allow the player who has to skip to play on without skipping, this decision results in 1 fair-play performance point for each skip that had to be performed.

The decision must be made either directly after the disconnection or once the points advantage as well as overall skip amount are announced.


WEAPON VALUES POINTS TABLE
--------------------------

Below there is a list of every px weapon from a scheme sorted alphabetically along with corresponding value that matters for calculations after disconnection

PX utilities and weapons
------------------------

15 seconds      3
Double Jump      6

Auto-ballista      2
Barrel Launcher      2
Battering Ram      4
Bowling Ball      2
Bowling Ball Strike   3
Buffalo of Lies      4
Burning Sheep Launcher   4
Cloud Buster      3
Cluster Frag      3
Cluster Turret      2
Darkside Killer      4
Electromagnet      3
Fire Jump      3
Gravedigger Strike   6
Hang-Glider      3
Health Zone      2
Heavy Hitters      4
Hotchkiss      5
Magic Slammer Strike   2
Mine Launcher      3
Mine Turret      4
Multi-Bolt      2
Multi-Bolt Strike   3
Ninja Star      1
Petrol Rocket      3
Petrol Turret      5
Sentry Gun      4
Sentry Laser      3
S.M.A.R.T.E.R Bomb   3
Splashfire      4
Spot Hider      1 per 3 units (always approximate to the higher full point)
Staff         1
Super Crazy Chicken   6
Super Gravedigger   6
Super Ion Bomb      5
Super Queen Bee      6
Tele Arrow      6
Windy Nade      2

Classic utilities and weapons
-----------------------------

Fast Walk      1
Invisibility      4
Low Gravity      6

Battle Axe      4
Blow Torch      3
Cluster Bomb      2
Dragon Ball      3
Flame Thrower      4
Girder         3
Longbow         4
Mad Cow         4
Magic Bullet      6
MB Bomb         4
Mine Strike      4
Mole Bomb      3
Old Woman      4
Parachute      3
Petrol Bomb      3
Pneumatic Drill      3
Select Worm      5
Shotgun         3
Skunk         2

24
Official Kaos PX League Season 1 / Detailed organisation
« on: August 25, 2018, 05:06 PM »
1. With less then 8 players at the start of the season the following rules will be in effect.

2. Players will be able to join the season while it will be lasting.

3. Only the registered players who signed up to the season can attend the competition. The complete list can be found on official KF forums. That is where new players must sign-in as well.

4. Players cannot play more than 2 official games against each other until all will play at least 2 official games against each other or a total of 10 official games is reported. This is done in order to boost up initial activity to create base for further ranking.

5. An official leaguegame against the same player cannot be played more than once within 24 hours.

6. The season will last 4 months. Matches will be played at 3 victories in regular plase, at 5 victories in playoffs semifinals and at 10 victories in season final.

7. A maximum of 50 games per season is allowed, a max of 5 games against 1 opponent is allowed, a player who has played at least 2 matches and has a negative head-to-head against certain player can refuse to play more games against that player within a season.

8. The order of games is decisive, whenever a maximum of 30 games is reached, so if some players will not reach their maximums with certain players, but the maximum of 30 official leaguegames overall is reached, the ranking determins playoff stage participants.

9. Once 10 official games are played or all registered players will play 2 games against each other the "11)" will come in effect.

10. Basic points will be earned for match results:

3-0 = 100 points
3-1 = 80 points
3-2 = 60 points
2-3 = 20 points
1-3 = 10 points
0-3 = 0 points


The ranking list will be based on match wins as main criteria, round ratio as 2nd criteria and overall points (global = [basic + performance] + bonus points*) as last criteria.

11. While there's a possibility of players joining while the season is lasting, the following bonus points* will be applied if the described situation occurs:

If a player ranked 4 to 6 places below the player he is playing wins, he will be added 25% to the 100, 80 or 60 points depending on a match score
If a player ranked 4 to 6 places below the player he is playing loses, he will be added 25% to the 20 or 10 points depending on a match score

If a player ranked 7 to 9 places below the player he is playing wins, he will be added 50% to the 100, 80 or 60 points depending on a match score
If a player ranked 7 to 9 places below the player he is playing loses, he will be added 50% to the 20 or 10 points depending on a match score

If a player ranked 10 to 12 places below the player he is playing wins, he will be added 75% to the 100, 80 or 60 points depending on a match score
If a player ranked 10 to 12 places below the player he is playing loses, he will be added 75% to the 20 or 10 points depending on a match score

If a player ranked 13 or more places below the player he is playing wins, he will be added 100% to the 100, 80 or 60 points depending on a match score
If a player ranked 13 or more places below the player he is playing loses, he will be added 100% to the 20 or 10 points depending on a match score


This is done to award achievements such as gradually bigger ranking gap underdog winning or losing against experienced player.

12. There will be additional points for semifinal match results (5-4 / 5-3 / 5-2 / 5-1 / 5-0 / 0-5 / 1-5 / 2-5 / 3-5 / 4-5) to be determined once playoffs will launch.

13. Overall points difference synced with results of final matches of the season at the end will decide about the moneyprizes for the best 3 players of the season.

14. There won't be additional points for final match scores as it is directly included in a money prize formula.

15. Special equasion called "money prize formula" is prepared and will calculate the prizes.

16. To simplify it, there are prize bases for 1st, 2nd and 3rd places that are 50, 30 and 10 Euros, but the better you perform, there is a chance to increase these values.


Hypothetical simulated example of money prize on actual figures calculated with the formula:
-------------------------------------------------------------------------------------------

Player A wins the final of the season against Player B with a 10-2 result:

Player A accumulates 2853 points

Player B accumulates 1285 points

Player A's moneyprize equals: 127,68 EUR

Player B's moneyprize equals: 78,62 EUR

25
Official Kaos PX League Season 1 / Scoring system
« on: August 25, 2018, 05:05 PM »
GLOBAL SCORING SYSTEM


This special system was carefully prepared and is made to balance activity and performance at the same time. It also motivates to increase the level of both skilled and tactical gameplay on kaos scheme.

The points explained below will be applied and announced by the host of the league. You can always question it at any moment once you spot any ommision.

The "global score" will include:

- "basic points" that will rank you in the league / championship format event (depending on a format that will be played).

- "performance points" that will show how skilled player you are at this scheme synced with overall competition level and other players performance and will add to your global earnings in the long term.

Basic scoring can be also altered by penalty points described at the bottom of this section.


BASIC POINTS EXPLANATION
------------------------

You will get "basic points" directly for results of your matches

3-0 = 100 points
3-1 = 80 points
3-2 = 60 points
2-3 = 20 points
1-3 = 10 points
0-3 = 0 points


PERFORMANCE POINTS SYSTEM
-------------------------

You will get "performance points" for achievements you manage to accomplish in your matches.


PERFORMANCE POINTS
------------------

Applied DURING round
--------------------

Multikill combos awards:
-----------------------

4 points for each 4 kill combo per turn performed in a match (and staying alive after combo)

5 points for each 5 kill combo per turn performed in a match (and staying alive after combo)

6 points for each 6 kill combo per turn performed in a match (and staying alive after combo)

7 points for each 7 kill combo per turn performed in a match (and staying alive after combo)

8 points for each 8 kill combo per turn performed in a match (except 1st turn ones while staying alive after combo)


Ultimate killer award:
---------------------

20 points for killing all 8 enemy worms specifically in 1st turn of the round and staying alive after combo.


Collector awards:
----------------

1 point for collecting at least 100 crates in one round.

If another player also collects at least 100 crates - noone will receive points.


Applied AFTER round
-------------------

Fast win awards:
---------------

These awards will be based on the team-vanishing sound moment. This usually happens approximately 7 seconds before the mid-round lobby roundtime displayed.

3 points for winning a round lasting exactly or more than 10 minutes, but less than 15 minutes.

4 points for winning a round lasting exactly or more than 5 minutes, but less than 10 minutes.

5 points for winning a round lasting less than 5 minutes.

Tactical (as well as accidental) surrenderings also qualify for this award for the winning player, depending on an elapsed round-time.


Surviving worms award:
---------------------

1 to 8 points gradually for survivor worms in won rounds:


1 point for 1 surviving worm in won round

2 points for 2 surviving worms in won round

3 points for 3 surviving worms in won round

4 points for 4 surviving worms in won round

5 points for 5 surviving worms in won round

6 points for 6 surviving worms in won round

7 points for 7 surviving worms in won round

8 points for 8 surviving worms in won round


In each match the "performance points" will be merged with "basic points". This is to unify the three-, four- and five-round games.

26
Official Kaos PX League Season 1 / Basic Organization
« on: August 25, 2018, 04:52 PM »
INTRODUCTION
------------

Welcome to Season 1 of the official kaos PX league.

This event wouldn't be possible without your interest. Thank you all for that.

It's really cool to be able to organize it again after some years as well as take part in this challenge.

Please understand that the PX offers so much more compared to the classic edition and the official events move to this field.

See this update as another kaosmod6 let's say, we really kept the original spirit, there are no other physics modification to what you known except of the new stuff obviously.

Everything oldschool players used to know remains almost the same as it used to be, the overall scheme is just taken to another level of enhancement.

Each modification of regulations we implemented will be highlighted in yellow for easier overview.

Season 1 will begin on Saturday 1st September (0:00 GMT time). The regular phase of season is scheduled to end until 20th December. All matches have to be completed before or on that date. Playoff stage will take place once regular phase concludes. More details below.



HOSTING
-------

All matches will be hosted by the approved hosts only. No matches within this league can be hosted by anyone else. This is to assure that everyone gets exactly same format and fair conditions and also that each match is spectated.

The hosts are:

- DreamTrance - the event director, host of every match except his own.

- Kayz (host of main host's own matches only)

Arranging games on your own will make it a lot more convenient, then just contact me via skype, discord or whatever media you frequently use (provided before the event begins).

Pre-arranged matches that will have specific date and time agreed will have the priority before any other spontaneously arranged matches. Such valid arrangement is discussed with me or published in suitable Kf section for me to approve.

Realize that there can be one match played at a time so be patient until previous match ends if traffic occurs.



ARRANGING GAMES
---------------

The majority of the text below is mostly only for your information so you can see whether the rules are obeyed by the hosts or not. You can always refer to these rules if you see that something is being ommited.

You will not be asked to play more than 1 game per 3-4 days, unless you really want to, but if you don't play any games for more days in a row, it may affect global activity.

Please understand that every single game may matter for certain players, so try to be active to complete reasonable amount of matches within deadline.

If any player will be falling back with activity, they will be contacted by the hosts to arrange games via: wormnet, TUS pm or sometimes the contact emails / skype some of you provided. This is to encourage many players and not only the hermetic group to play matches.

EVENT FORMAT
------------

I want it to be a fair and pleasant challenge, everyone will get same conditions and all matches will be as comparable as possible.

All matches will be hosted by me to assure that everything is comparable and balanced (except of my own matches that will be hosted by Kayz to guarantee possible disconnection source).

You will get basic and performance points for played matches (explained in separate points section).

All games will have same, comparable setup / format (map types, map order etc - see game setup section below).



VALID SCHEME SETTINGS
---------------------

The official scheme that will be used in the league is the official kaos px that was developed long enough, tested in hundred of hours of gameplay and approved as being free of major bugs thus stable for official event needs (specified in detail in suitable Kf sections).

The matches will be played with 8 worms.

Matches in regular phase of the season will be played at 3 victories.



GAME SETUP FORMAT
-----------------

These rules will be respected by the hosts to make all games comparable and fair-played:

General rule
------------

Biggest classic maps will be used only (no user-made special maps, no user-made big maps etc.) with as much complicated terrain as possible.


Main map-settings
-----------------

There will be no modifications to the maps and object settings, although:

Map complexity will be always set to 10 (maximum) in map-menu right-click section to provide as much tactical hideouts as possible as well as the most obstacles.

Map-bridges amount will be set to 1 (minimum), so there are no bridges that provide too easy transportation, easier kills / pilings and crate platforms.


Map type order pattern
----------------------

Following map order pattern will be used everytime:

Round 1: ISLAND

Round 2: ISLAND

Round 3: CAVE

Round 4: CAVE (if still no winner)

Round 5: ISLAND (if still no winner)

Round 6: ISLAND (if any draw occurs in previous rounds and still no winner)

Round 7: CAVE (if more than 1 draw occurs in previous rounds and still no winner)

General pattern: (I-I-C-C)-(I-I-C-C)-(...) (looping until there is a winner)
 
Draws also follow the pattern - example: if there is a draw in round 4 (cave map), the next map will be island.

Island maps cannot consist of 2 separate islands, but be a solid one terrain.

Cave maps must be FULLY CLOSED (sides and bottom) so there is no access to any edge in the beginning of a round.

Maps will be always picked from types that are located in the very left window of both island and cave types in map-menu.


Map landscape-theme policy
--------------------------

The landscape theme of the maps will be randomly drawn from available 29 terrains and will not repeat within each match to allow the skills to be tested on various theme specifics.

Each player will have their own "themes history" created and respected, so everyone will eventually play on every single terrain throughout whole season.

Grass-surface themes (-Farm, Jungle, Medieval, Sports, Tribal) may appear not more than once per every cycle of 4 rounds. However, if the score is 2-2 the following round will always be grass-themed.


RANKING CRITERIA
----------------

The criteria used to determine final standings of the league will be as follows:

1. Greater number of victories overall.

2. Won / Lost rounds ratio.

3. Overall points earned in all played matches (see attachment section on how to get them).

4. Aggregate of rounds between tied players.

5. Last head-to-head result.



PLAYOFF REGULATIONS
-------------------

Once all regular matches of the season are played or the deadline of 20th December 2018 is reached the two-legged play-off stage will begin.

Top 4 players from the standings will qualify for that stage and will be paired according to the pairing system (shown below).

The playoffs as well as finals will be played between 21st and 31st of December 2018.

These play-off matches will be played at 5 victories:

Playoff 1 (1st vs 4th) (match and a rematch)
Playoff 2 (2nd vs 3rd) (match and a rematch)

The aggregate score winners of these matches will advance to the final match while losers will play 3rd place match.

In case of an aggregate draw, the performance points amount from both playoffs will decide, if still tied than the regular season performance points will decide, last criteria will be result of the last head-to-head match from regular season.

The final as well as 3rd place matches will both be played at 10 victories.

Top 3 players will win a prize: champion, runner up and 3rd place match winner.

The amount of money prize (Euros) according to what was announced will be fixed base altered by multiplier calculated from performance points difference between best players, but only paid in full if ALL PLAY-OFF MATCHES (including final of course) ARE PLAYED until the final deadline that is 31st December.



DROPPING ISSUES PROCEDURE AND TIPS
----------------------------------

First of all be very careful with accidental Surrender usages. It will always be counted as lost round without any excuse possible.

Disconnection issues policy is explained in separate section, I will refer to that while making a decision about post-disconnection resume procedure.

Minimising of the game may increase the chance of an unwanted disconnection (this also include minimising between rounds). Do it on your own risk. Any disconnections that may occur will follow same resume procedure.

Following rounds need to be continued instantly whenever possible, any longer waiting time between rounds is not recommended. Each disconnection caused by that will penalize the player who decides on such interruption.



FINAL ORGANISATIONAL STATEMENTS
-------------------------------

Current standings will be updated in suitable TUS section located within official Kf forums (once a game will be played).

In every exceptional case you can solve your problem or ask for complete information in suitable TUS section located within official Kf forums.

These rules above won't change within the season however anything that wasn't specified will be analysed individually as some specific, exceptional cases may occur.

While solving issues I will always have the fair-play spirit in mind, so noone will be treated unfair here because all players should have exactly same chances in this official competition.

--------
HAVE FUN

27
Kf / Kaos story - Part 3 (utilities roster development)
« on: August 25, 2018, 01:56 AM »
Finally the utilities section that now consists of 6 items (classic version had 7).

We did take out the controversial Double Time that was imbalancing many games in critical moments, also Laser sight which did not add anything important to the gameplay and acted more like an "empty crate" to reduce a chance of getting something else from the utilities roster.

Another major change is the removal of Jet Pack that made travelling too easy, especially in the tense endings which we wanted to be more tactical and not so cheap after all.

In return there are 2 replacements that compensate these removals. We thought these will serve better while stressing the skill factor even more.

15 seconds - additional seconds to your turn time usable on demand whenever needed and not instantly activated when collected.

Double Jump - Original alternative for a Jet Pack, this kind of mid air jump extension provides creative climbing possibilities that require much more skill than just flying with a Jet Pack.

All the other utilities known from classic kaos stayed, but the probabilities were tweaked to provide convenient moblity flow.

Utilities probability sorted by frequency of appearance:

Fast Walk appears approximately in 41 of 100 utility crates (previous probability was 25 of 100)

We increased it due to the removal of Laser Sight (had another 25% of drop chance) and to maintain the pace of play whenever a creative long run is required so basically lack of Laser Sight makes you benefit in faster walking possibility than ever before.

Crate Spy appears approximately in 23 of 100 utility crates (previously just 10%)

This decision was made because there were controversies about overall turns amount of Crate Spy time for both players and it could have been unfair to the one that had way less of that time. Since it becomes 2,3 times more common now, both players will be able to use similar crate content knowledge throughout whole match, making the gameplay balanced even more.

Double Jump appears approximately in 15 of 100 utility crates (Jet Pack had this value at 10 of 100 in classic kaos)

This replacement is awarded with additional 5% of availability to compensate lack of flying tool for the sake of creative mid-air jumping ability.

Low Gravity appears in 10 of 100 utility crates (previously 20 of 100)

The reduced probability of this tool makes overall mobility probability set at 25% (along with Double Jump it makes nice combination with - previously Jet Pack + Low Gravity had 30% combined). Lowering it by 5% overall results in slightly trickier mobility flow and forcing even smarter mobility management.

Invisibility appears in 10 of 100 utility crates (previously 5 of 100)

The reason behind this change was to increase the darkside factor as well as the tactical side of battle to provide tense deciding moments.

15 seconds appears in 1 of 100 utility crates (Double Time used to be 5 of 100)

Since this utility is collectable and stockpilable it needs to be rare, it can change the fate of a round or match if you need those last 15 seconds to complete your action or just add a few more crates to your arsenal instead of much more (usually) from a Double Time crate.

That sums up this section. I'll use this article to describe a few more final options that complete the full description of the new official edition:

darkchute - Parachute has now black sprite instead of white (credits to the author of this feature)

livehp - health points are deducted (as well as added in case of Health Zone) in real time in this scheme so you can see how energy drops (or rises) as it happens - helps with managing turntime more efficiently (also credits to the author of this feature)

antiglitch_revised - a feature that takes care of anything unusual and unexpected that may occur from the outcome of some specific weapon usage. This helpful option allows to prevent the game from being stuck as well as possible major bugs. (Thank you StepS for creating this improvement)

r2_wpanel - an option to turn on / off the transparent weapon panel with weapon amounts included to be able to have an overview of current arsenal without the need of remembering F shortcuts or just for the awareness to plan turns more effectively. (Thanks to rafa2 from Colombia for creating this option)

28
Schemes Comments / Scheme #2352, SPC 3.2 submitted by STRGRN
« on: August 24, 2018, 04:28 AM »
This scheme has a great potential and can be very tactical. There was something like this in WWP (Worms World Party) - called Specialist Worm Mode there, I loved that mode, but mostly because certain weapons were assigned to certain worms without exceptions but utilities, so only 1 worm could be using rope (and was hunted as the bossworm naturally), we used to play it with just 4 worms too (1v1).

29
Kf / Kaos story - Part 2 (weapon roster evolution)
« on: July 22, 2018, 04:16 AM »
So this is what it evolved into, the current roster of available weapons / utilities is a mix of classic stuff that was kept as a necessary root while everything else which was either overpowered or not too original in the combo aspect was left behind.

It evolved so much since the start of px kaos development back in 2011/2012 and underwent hundreds of minor and major changes to become the ultimate edition that enhances the original and is a nice alternative to the ones who demand something more thorough and unique from this scheme.

I will try to explain reasons behind each single change that happened through all these stages of development, but will only analyse the final official version, because the massive re-shape it went through in order to eliminate potential imperfections is probably not that relevant (but obviously not the reasons behind this process).

WEAPONS SECTION
---------------

There are 57 weapons (including 38 PX ones) to be found in crates which leaves us with infinite Bungee, Skip Go and Surrender (logically unavailable in crates) to fill the complete weapon panel of 60 spots.

This allowed to gain 2 more grid-spots (previously 55 spots were available due to Concrete Donkey and Sheep Strike being locked without a possibility to be usable by anything else), an advantage to have 2 more weapons usable I suppose.

Unfortunately there is also a small disadvantage of PX in this context - the transfer of certain grid-spots into caves though, the ones that are occupied by the original strike weapons (open map weapon logic) spots are just lost when entering the cave, so the strikes need to be managed on the open maps otherwise lost.

All of the weapons maintained default power and physics, the 20 original weapons that were kept are:

Cluster Bomb
Battle Axe
Shotgun
Longbow
Dragon Ball
Mole Bomb
Mine Strike
Blow Torch
Pneumatic Drill
Girder
Bungee (infinite)
Parachute
Flame Thrower
MB Bomb
Petrol Bomb
Skunk
Mad Cow
Old Woman
Select Worm
Magic Bullet

Below there is a full changelist to the classic stuff where a PX weapon is introduced.
Most of the changes were made just to imitate the classic weapon with its PX equivalent because it was somewhat more unique.

Obviously not every change was direct, some were hard to replace, but still needed to be removed for mostly tactical reasons (game being too easy etc).

The main goal behind this carefully selected roster was to improve the tactical aspect as well as making the game not too overpowered.
The other aim was to create a selection of weapons perfectly coexisting with each other to allow even more original combo-possibilities unavailable in classic version.

Below the 38 introduced PX weapons are sorted and explained.


Direct replacements
-------------------

1) Petrol Rocket replaced Bazooka

One of direct equivalent replacements, just adding some unique similar weapon when it comes to physics. Additionally it creates some flames around the impact point and is wind affected.

2) Multi-Bolt replaced Mortar

This is most similar to the weapon being replaced, except that it's power adjustable and the bomb spread after impact is a bit better.

3) S.M.A.R.T.E.R Bomb replaced Homing Missile

The homing type of weapon which is more interesting than the weapon it replaces, more complexed physics include bombs which activate once the main missile (which is wind affected) hits the landscape and then they follow the target.

4) Super Queen Bee replaces Homing Pigeon

A very unique kind of homing weapon, more control than with Pigeon and it can additionally attack 2 targets as its physics allow two-phase attack (hybrid of Super Sheep and Homing Pigeon physics), the blasts are smaller than those of a Pigeon.
You can choose desired amount of units with numerical buttons.

5) Burning Sheep Launcher replaced Sheep Launcher

A similar replacement, with more complexity to it, a rolling sheep is thrown that bounces twice on a landscape and creates flames around itself.

6) Windy Nade replaced Grenade

Grenade which is additionally affected by wind.

7) Ninja Star replaced Handgun

The little star with similar damage impact as handgun single-shot that can push worms, additionally it can become a part of land as a stair etc.

Eight!) Hotchkiss replaced Minigun

A more interesting gun inflicting less damage and creating different land modification.

9) Fire Jump replaces Fire Punch

This extended firepunch can additionally be used to climb without the need to use mobility or to hide inside terrain even.

10) Mine Launcher replaces Mine

The shootable power-adjustable version of a classic mine that can be shot to desired place with skill or just layed.

11) Battering Ram replaces Sheep

This is similar to sheep animal which can additionally push worms.

12) Super Crazy Chicken replaces Super Sheep / Aqua Sheep

The similar flying animal with a smaller impact-blast that additionally spreads small egg-bombs.

13) Bowling Ball replaces Baseball Bat

This may be a bit far from direct replacement, but the Bowling Ball has similar push feature (provides cool combo possibilities with Electromagnet) and is not as easy to move worms out of the surface on islands as with Baseball Bat which made initial kills so easy.

14) Super Ion Bomb replaces Super Banana

Way less lethal kind of similar physics weapon with a smart bomb spread.

15) Cluster Frag replaced Ming Vase

Another replacement to balance the power of the gameplay, a shootable bomb that releases small shards after impact instead of monster-shards of Vase.


Strikes direct replacements
---------------------------

16) Splashfire replaces Napalm Strike

The similar flame-rain from little bombs that make small impact-explosion while flames burn a bit less, tricky equivalent.

17) Heavy Hitters replaces Mail Strike

Very similar kind of strike, but a bit more predictable.

18) Gravedigger Strike replaced Carpet Bomb

Similar, but less powered strike replacement, 3 rolling razorblades that bounce on the terrain for a short time, this particular weapon is still considered to be replaced as being a bit overpowered though.


Mobility item direct replacement
--------------------------------

19) Tele Arrow replaces Teleport

The much more challenging equivalent, doesn't ruin fort-mode type of round endings anymore or just good hides, tricky to use kind of teleporting device.

Other replacements
------------------

a) projectile shooting devices

The following are the map objects that fight enemy worms within range in the name of the player whom they belong to:

20) Cluster Turret (shoots clusters as it was an exploding Cluster Bomb)
21) Mine Turret (shoots instant mines)
22) Petrol Turret (shoots Petrol Bombs)
23) Auto-ballista (shoots arrows that don't become map objects when they contact land unlike Longbow ones)
24) Sentry Gun (shoots gunfire that can inflict up to slightly more than 200 damage)
25) Sentry Laser (shoots laser that destroys enemy weapons in range, but also some own device projectiles such as ballista arrows)

b) defensive items

These items do not have attacking physics, but can be used as darkside / defence tools. However first 2 of these have also offensive modes.

26) Electromagnet (repells or attracts any shootable weapon type except of Magic Bullet, vulnerable to electric current of Staff)
27) Health Zone (heals up to 500 points or deducts down to 1 with its damaging mode, it can also revive worms from graves)
28) Spot Hider (black aura of non-transparent circular area that covers some land, useful for darkside tactics. Size of covered area is selectable with numerical buttons up to 3)

c) other original strikes

Some strikes were replaced indirectly, these we thought are somewhat cooler and provide even more interesting interactions.

29) Bowling Ball Strike (Bowling Balls in a strike version, pinball-style craziness from the sky)
30) Magic Slammer Strike (Magic Slammers in a strike version, effective in closed areas, this weapon also exists in a shootable version, but is not included in this scheme)
31) Multi-Bolt Strike (Multi-Bolt in a strike version, this weapon in a shootable version is included in this scheme and introduced above)

d) other mobility item

Since we thought that Ninja Rope made the travelling around the map a bit too easy than it should be there is an alternative mobility that is trickier to use.

32) Hang-Glider (mind some gliding around? oh well this little tool is more like parachute rather than a rope, but still makes it more interesting to travel)

e) remaining original weapons and objects

Few more things to fill up the replacement roster. All of these are like no other things from classic weapons, they add up to the creativity of the scheme.

33) Barrel Launcher (ok, this may be familiar, a shootable oil barrel that contains fire. As an attack it can be used only in combos, but also acts as a map object)
34) Staff (fancy shootable projectile igniting electric current on contact with land or worm that can cause chain reactions, can also push worms at times. Best used in combo with Bowling Balls, also kills Electromagnets)
35) Buffalo of Lies (animal weapon type that blows on contact but continues to walk once hitting 3 times, it has 3 patterns of walk to choose from varying by direction after each hit)
36) Cloud Buster (shootable cloud that unleashes rain after selectable amount of seconds up to 5)
37) Super Gravedigger (shootable razor that digs through land and explodes into smaller ones)
38) Darkside Killer (crazy homing type of weapon that does not reveal invisible worm using it)


The big advantage of PX is the possibility to edit the probabilities to make the gameplay even more balanced.

The probabilities were tweaked in comparison to classic version to make it more balanced.

Magic Bullet has the smallest probability of all weapons as being the biggest weapon kept in the scheme.

Super Gravedigger has greater probability than Magic Bullet, but still half as much as most of the weapons available.

All of the strike weapons have greater probability than super Gravedigger, but still lower than remaining weapons available.

Another big advantage of PX is the possibility to make some weapons appearing in more than 1 units per crate.

This was applied for certain key-weapons for tactical reasons, the list is below:

Spot Hider: 3
Windy Nade: 2
Cluster Bomb: 2
Ninja Star: 2
Mole Bomb: 2
Blow Torch: 2
Pneumatic Drill: 2
Girder: 2
Parachute: 2
Hang Glider: 2

Every other weapon comes in just 1 unit per crate. That includes also some changes prior to the original version, for example Mad Cow was set to 3, which was way too much, but couldn't be tweaked.

The list of weapons that does NOT reveal invisible worms when used:

Cluster Turret
Petrol Turret
Auto-ballista
Hang-Glider
Darkside Killer
Mine Turret

Coming in the next article - the utilities explained.

30
Kf / Kaos story - Part 1 (rubberworm legacy)
« on: July 06, 2018, 12:30 AM »
So what actually is what goes by the name of kaos in worms community?

It all begun in 2009 in the era of rubberworm schemes with a concept idea for a dynamic scheme that will allow to build your arsenal and use it to destroy your opponents.
This idea was born in the minds of italian normal-pro community of players from now inactive wormsmania forum who were true to the user created normal-oriented creative schemes with a twist.

I was shown that concept scheme made by Mr Kaos player and went beyond with it, I went further to tweak it a bit and make it playable by wider community.
Thus a kaos was born, a multishot action-paced tactical normal-oriented scheme made to expand normal-pro oriented players' possibilities to combine attacks freely in a more sophisticated way rather than it was just one shot while still remaining a tactically friendly battle.

The development process started and never stopped so far in order to constantly improve it as well as the tactical potential it offers.

This thread is a bit of a story, but also presents many details about the scheme itself, so treat it as a complete knowledge base and chronological changelog.

As you all know the kaos we know today offers 60 second turns to make the most of it in order to gain tactical / positional / worm-number or whatever else advantage over your opponents and win match in the end.
The worms are selectable before turn to give more freedom and open possibilities for a dynamic action and constant access to items available.
There are 8 worms with 200 health points of initial energy in order to work a bit on a kill as well as on the overall victory with above-average weapon management than if it was just a few starting worms.
At the start you get just infinite bungee and that's it, you need to use your creativity skills and thorough item knowledge to build your arsenal and fight your way to the final success.
However your arsenal does not vanish when not used once a round ends, but it transfers through thanks to stockpiling option to make the full match a whole tactical process where every turn matters and nothing is lost without a reason and not just a separate streak of rounds.
The whole match is won when a player wins at least 3 or 5 rounds to decrease a possibility of anything accidental affecting a final win in the long term to assure that a victory is always deserved.

It is suggested to avoid sudden death mode to allow each round to be won without the restrictions it offers.
Also land objects such as oil drums and mines are suggested not to be present in order to eliminate the game factor of deciding about initial map-traps.

Finally, a trademark setting allowing multishot within a turn as well as staying in control even if a worm is hurt in any way (including fall damage)

These are the most basic settings that describe what it's like, what is more - the game physics remain default and there are no gravity or whatever else physics modifications caused by rubberworm settings.

The scheme development passed many stages and various settings configurations that are additional to what was written so far, I will only describe where the development process is by now.

Most of you know the final official classic version more less, however the development of that simply couldn't go any more beyond, the limits were reached, and only Project X was offering another layer of possibilities expansion, so the development continued with the use of it.

The goal is to make the scheme even more exciting and balanced while staying true to the main idea - to provide a tactical and intense action fun for the normal-pro oriented players.

There is some freedom in following settings, it is up to anyone what flavour will their version have. I'll just focus on the official route it took.

So getting to another layer of kaos knowledge, there are some settings that balance the drops of items before each turn as well as other convenient tweaks.

The average value of 14 is applied to control the amount of crates of various types to fall within a drop, in practise the actual values are lower and that kind of cratedrops seem fair and allow to never get stuck even with not too good weapon management, but at the same time it doesn't make it too difficult to collect items.
Within this kind of drop the most probability is allocated to weapon type and less to both utilities and health items, also the maximum amount of items staying on the map at any time is set at 50.
There is a crate counter near the turn-timer for the convenience of players to estimate how powerful they seem to the opponent and also to be able to estimate it vice-versa.

There are also options to remember the last used weapon for each worm and that the turn-time doesn't stop when firing (with the exceptions of certain weapon-physics).

This is where the development ended and what followed are the improvements made available only with px possibilities.

Weapons / Utilities section for the latest scheme will be presented in separate thread.

Pages: 1 [2] 3 4 5