I'm not going to debate whether roper is lucky or not, we've already had this debate.
However, I am for changing the scheme to make it more tactical and for the right reasons.
I appreciate the thought put into trying to make the scheme better, but, I do not like adding a rule as senseless as roping wxw instead of getting a crate. I absolutely hate that there is sd and a wxw rule at sd.
Why change to an unproven scheme when there has been another scheme that had been in use for years and been thoroughly tested and proven.
Roper use to be as strategic as it was about roping. I would love it go back to that.
What I would propose would be:
No rules Except zook first turn and attack from rope
Cr8 argument is over. Added is a great amount more strategy. When to leave cr8s when to get cr8s. When its more beneficial to go for fd then to get cr8s. Attacking a worm so it lands where you can block it. Skill of getting unblocked. Etc.
Increased FD
Exact number to be increased to is debatable. Adds to the skill of roping by being rewarded for not falling. Adds to the strategy of being able to attack a worm for fd. Makes it possible to catch up to the person your playing if you miss a turn, you can gain a turn back by continuously being able to fd effeiciently. Etc.
Two worms per player
Adds strategy. Exact health is debatable.
Less retreat time
Exact time is debatable. But 10 is definitely to much. With less retreat time it makes it harder to be able to attack the worm and retreat to get the cr8. You may have to throw a well timer'd nade or zook in order to get the crate. This would also make it harder for someone to attack someone that is on the floor or in a cavern and take a well placed top hide.
Less turn time
Debatable, but, I think 13 or 14 seconds would go be better with the other modifications that I suggested.
Destructible Land
Adds both strategy and skill. More fd is possible and a greater amount of places where you can get fd is acquired by having destructible land. It also accounts for a great amount of varying in the terrain itself, making one have to adapt his roping to the changing terrain.
No SD
This is a roper and will be won by playing a roper. Not by stopping the roper because a certain amount of time has gone by and starting to rope wxw before attacking.
Zook first turn
I believe this rule should stay as whoever has first turn can hide on top and easily attack first. A zook at least takes a little more skill then easily getting a cr8 and dropping a mine on a worms head.
Attack from rope
For the simple reason that it takes more skill to zook or attack a worm from the rope then ground zooking.
As per Avirex's request