Schemes
October 23, 2017, 05:15 PM

Roper balanced

Scheme #2092, Viewed 486 Time(s)

Basic Information
Summary
F1
F2
F5
F8
F12
Scheme Rate
0 / 5
Total Members Voted: 1
Acronym: Roper balanced
Name:
Type: Battle
Submitted by: Finland Senator

Download this scheme:
Downloaded 184 time(s).

Time: June 10, 2016, 02:08 PM
Description:
In this Roper version the effect of turn order is minimized.

1) First turns should be equally hard for the players regardless of the different starting spots / hides. This is achieved by having different weapons available for the players. The player who goes first can attack only with bazooka on the first turn ("bazooka first"). The player who goes second can attack with any weapon.

2) A game without mistakes ends in a draw (if no fall damage). This is achieved by having starting HP of 210. In a perfect game players have 68 and 4 HP at the end of the game, giving the 2nd player a chance to make a draw by grave damage.

Crates are still there and they are equally random for both players :)

Rules:
 
First player bazooka first
*The player who goes first must attack only with bazooka on the first turn. If you break this rule, you aren't allowed to attack the next turn.

Crate Before Attack (CBA)
*You have to collect a health crate before attacking your opponent. If a crate is not available, you have to touch both walls instead (W2W). At Sudden Death you have to collect a crate OR touch both walls (your choice) before attacking your opponent. If you break this rule, you aren't allowed to attack the next turn.
 
Attack From Rope or Parachute (AFR/AFC)
*You can attack only while hanging on the rope or while using the parachute. If you break this rule, you aren't allowed to attack the next turn.
 
No blocking with a worm
*Your opponent is blocked if he can't get out of his spot via walking or by shooting a rope out correctly. If you block and your opponent doesn't attack, you aren't allowed to attack the next turn. If your opponent is still able to attack, you have a 5 seconds penalty at the beginning of your turn but you are allowed to attack.
 
No blowing up crates to do extra damage
*If you break this rule, you are not allowed to attack the next turn. If the damage is over 80, you have to skip twice.
Scheme game options
Game options
210
1
67
Time options
10
15
5
10
5
Crate options
20
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
Pasty's Magic Bullet
0

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