Schemes
April 29, 2024, 06:42 AM

Roper Reversed

Reversed Roper (Medium)

Scheme #1788, Viewed 1394 Time(s)

Basic Information
Summary
F1
F2
F5
F8
F12
Scheme Rate
0 / 5
Total Members Voted: 2
Acronym: Roper Reversed
Name: Reversed Roper (Medium)
Type: Battle
Submitted by: Norway Kradie

Download this scheme:
Downloaded 681 time(s).

Time: August 30, 2015, 04:43 PM
Description:
ZaR's Reversed Roper!

Basic Information:
Worms Health - 200
Turn Time - 10 Seconds
Retreat Time - 12
Health Crate - 20
Sudden Death - Timer 10
Infection - When Sudden Death comes.
Terrain - Indestructible.

Rules:
CAA - Crate AFTER Attack. Basically attack and get Crate.
KTL - Kill The Leader. Attack the leading team in Free For All Match.
AFR - Attack From Rope.
W2W - Wall to Wall: ATTACK first and THEN do wall to wall.
Crate Bombing IS allowed.
You can blow your own crate.

Detailed Explanation of Rules:
IF you hit your opponent and not get crate, then next turn rope & collect crate & NOT ATTACK.

If you don't hit your opponent and get crate, then you wont have to skip.

If Crate spawns next to a player then you can firebomb.

If you get crate unwillingly you cannot attack your enemy.

You can collect crates & NOT attack your opponent.

Instant lose if you suicide with your adversary.


If you KILL your opponent and NOT get crate, you lose the game.

DETAILED EXPLANATION FOR IDIOTS
Simple Explanation:
Attack From Rope and Get Crate.

Question
What if I attack OTHER PLAYER and not get crate?

Answer
If you ATTACK YOUR ENEMY, and NOT get crate, then you can't attack OTHER PLAYER next turn-.
Instead you can get crate & hide, or attack land, wall, roof etc, but not OTHER PLAYER.

Question 2
What if I get crate first? Or what if I get crate by ACCIDENT or UNWILLINGLY?

Answer
If you DO get a CRATE before ATTACK, that means you can't attack OTHER PLAYER!
Like...
''Oops, I got crate, now I can't attack, damn!'' See? But your next turn you can attack OTHER PLAYER, unless if you ACCIDENTALLY take another crate...

Question 3
What if I get crate & attack me and OTHER PLAYER?

Answer
Then you must not ATTACK OTHER PLAYER NEXT TURN.

Question 4
What if I KILL MY ENEMY and take damage to myself?

Answer
Then you LOSE the game. In other words, the other one wins.

Question 5
Can I just get crates instead of attacking OTHER PLAYER?!

Answer:
Yes!






Scheme game options
Game options
200
1
100%
Time options
5
10
0
12
5
Crate options
15
Sudden death options
Objects options
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
Inf
Homing Missile
0
Mortar
0
Homing Pigeon
0
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
0
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
0
Longbow
0
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
Inf
Sheep
0
Super Sheep
0
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
Inf
Bungee
0
Parachute
Inf
Teleport
0
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
0
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
0
Old Woman
0
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
No extended options has been modified.
Help

Author Topic: Scheme #4522, Interchange submitted by Kradie  (Read 938 times)

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Online Lupastic

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Scheme #4522, Interchange submitted by Kradie
« on: May 16, 2022, 10:05 PM »
nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

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Re: Scheme #4522, Interchange submitted by Kradie
« Reply #1 on: May 17, 2022, 12:25 AM »
nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

Players alternate being F1-5 to F6-10. I think you misunderstood the rules. So both can use all weapons, just half of them each turn. I think this rule + scheme settings don't make a huge difference in the gameplay. It's still a normal game with infinite strong weapons, some turns are better to darkside and other turns might be better to attack, I don't know, cause I didn't play, I'm just imagining, maybe you only attack the best way you can all turns). The idea is not bad, but he made this scheme probably in 5 minutes like most of his schemes.
« Last Edit: May 17, 2022, 12:27 AM by FoxHound »
I doubt you see this link moving below (you will have to zoom in. If you click at it, you will have maden the impossible):
'

Offline Kradie

Re: Scheme #4522, Interchange submitted by Kradie
« Reply #2 on: May 17, 2022, 01:44 AM »
nice idea I like it. ;o but you shouldn't remove LG and jetpack for 1-5 player because 6-10 player has either inf. ninja ropes or 10 ammo of it. that's a very big advantage compared to 1-5 player, cuz 1-5 player doesn't have any other mobility other than jumping around.. 6-10 player has ropes, parachute, bungee.. and weapons like super nana, holy, sally xD I feel like player with 1-5 would almost always would be the losing side in a match. ofc it also depends on spawns but the gap between the two arsenals is way too huge like this

Players alternate being F1-5 to F6-10. I think you misunderstood the rules. So both can use all weapons, just half of them each turn. I think this rule + scheme settings don't make a huge difference in the gameplay. It's still a normal game with infinite strong weapons, some turns are better to darkside and other turns might be better to attack, I don't know, cause I didn't play, I'm just imagining, maybe you only attack the best way you can all turns). The idea is not bad, but he made this scheme probably in 5 minutes like most of his schemes.
FoxHound, I ask you not to blatantly accuse me of making a scheme in five minutes time or so because that is simply not the truth. The creative process is different for everyone that Includes you and I as well. I can come up with something fast, but extensive testing and tweaking of a scheme is a different matter which could be due to other priorities. When I submit something, I know I have tested it long enough to release it to the public in hope there could be more feedback and enthusiasm.

Now finally I have been able to tweak the scheme and made some overhaul.
Some of the F6-F10 weapons have been given delays.
Utilities spawns now with health crates.
Turn time is 30 seconds + 15 second hotseat time.
Player has 1 teleport, 2 bungees,  9 ropes, and infinite parachutes.
Bow does 50 dmg now.
1 ammo of dynamite and sheep.

I included some replay footage.
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