Welcome to the rules board of the Kaos League Season 3. What I'll post here is probably one of the most complex rules anyone ever created for a worms scheme
:
DreamTrance and me discussed the current drop rules and agreed that it needed a change.
We don't like the fact that the player can decide if already won rounds will be just deleted, only because the opponent has a bad internet connection.
Already won rounds must be kept! It doesn't matter who drops regarding already finished rounds!
Here you can see the weapon panel of Kaos.
DreamTrance and me gave the utilities and weapons points, ranging from 1 to 6, depending on use and worth.
We agreed on all numbers after discussing a lot of varieties and uses for those weapons. Before you ask, why Super Sheep has a 5, remember how awesome it is for collecting. These points are just regarding the Kaos Scheme! If you disagree, please contact us here.
We use these points to determine who had a "significant advantage" in the crashed round. Obviously it sucks if you crash while having a lot of ropes, jet packs and awesome weapons, while your opponent just has 3 handguns
. To equalise this problem, players have to skip a certain amount of turns in the rematch. So:
If a game crashes, the following rule will take place in Kaos League Season 3:
- The scores and their respective performance points are kept at all times. (0-0, 1-0, 2-2 etc.)
- If one player drops, he gets +1 skip in the rematch. If the host drops, no one gets an additional skip.
- The mod hosting the game goes into the replay file to the exact point where it crashed and counts all weapon points for each player using the above sheet.
- If one player has 0-19 points more than the other player, no skip is given.
- If one player has 20-59 points more than the other player, +1 skip is given to the player who has less points.
- If one player has 60-99 points more than the other player, +2 skips are given to the player who has less points.
- If one player has 100 points or more than the other player, +3 skips are given to the player who has less points.
- As long as one player has to skip, it is forbidden to attack/hinder the other player in any form (blocking with girders/petrol, too). You may dig and even use a Super Sheep to collect, but you cannot damage your opponent.
- If you happen to break this rule and damage your opponent during that time, you directly have to skip the current and following turn and apologise.
- If your opponent still has skips while you break this rule, they become deducted by 1 and you only have to skip the current turn. This may sound harsh, but hey, you're the one risking using a weapon, aren't you?
- If it happens that both players get skips, they cancel each other out. (A gets 2 skips, B gets 1 skip --> A gets 1 skip, B gets 0 skips)
Now some might think: "Hey, only one skip for dropping, that's not much!" But think about the fact that it means 2-3 weapon deliveries for you instead of just 1 (depending on who starts).
As you also can see, the point ranges are not the same. The reason is that the more you skip, the more super amazing powerful your opponent becomes. We want to avoid an imbalanced rematch. We tested this system and it looks fair so far.
The reason why we forbid any attacking/blocking of any form is that your opponent should have the chance of a free accessible map in the rematch. If he is blocked completely, he might as well surrender directly. He should at least get a chance of collecting something.
The reason why this rule is this complex and long:
Kaos is a very complex scheme, and it's very hard to decide what to do, if a game crashes. We know that the crates are random, and you can't recreate the same situations in a stockpiling match. But this is the best we could come up with so far.
Example to clarify:
Player A plays vs. Player B, it's 2-0 for Player A and the third round. Player A crashes. --> 1 skip given to player A.
Mod checks, and sees: Player A has 100 Weapon points and B has 50 weapon points. --> The difference is 50 --> 20-59 range --> 1 skip given to player B.
--> The skips cancel each other out and the rematch will have a clean state, where no one skips, while it's still 2-0 for Player A.
Isn't that much greater than a 0-0 rematch, just because player A dropped?