Schemes
April 26, 2024, 06:41 AM

HnS

Hide and Seek

Scheme #2114, Viewed 2541 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F8
F10
F12
Scheme Rate
5 / 5
Total Members Voted: 1
Acronym: HnS
Name: Hide and Seek
Type: Other
Submitted by: Poland h3oCharles

Download this scheme:
Downloaded 623 time(s).
Example replays: Downloaded 383 time(s)

Time: July 22, 2016, 02:00 PM
Description:
..::[- Proof of Concept -]::..
Hide and Seek


Game setup

Bo3, 2-6 players
[ This is the map ]
Seekers start with 1 worm per player
Hiders start with 4 worms in total
You may increase that number
Round time may be increased if all players agree

For increased difficulty, Hiders get the Mute soundbank and a blank grave.
Keep in mind, Seekers have to download it as well!


Rules
Start at Start

When round time expires, Hiders win
Hider activates Invis every turn and hides the worms where he/she wants
Hiders may use only Kami, Invis, Tele, Prod, Rope and Chute
Hiders may not camp at Start

Seeker has to kill Hider's worms before round time runs out
Seekers may not use Kami, Invis and Tele
Seekers may not attack the Start area
Seekers may not attack Hiders when they are not invisible

If you break rules 3 times in total, the win is handed to the opponent.

Bo3 scenario
Round 1: Team 1 is hiding
Round 2: Team 2 is hiding
Round 3: The winner of a different bo1 luck-based scheme* gets to be the Hider
*e.g. Comet Dodging, Russian Roulette
Scheme game options
Game options
100
1
200%
Time options
15
30
5
10
5
Crate options
35
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
Inf
Bazooka
0
Homing Missile
0
Mortar
Inf
Homing Pigeon
0
Sheep Launcher
0
Grenade
0
Cluster Bomb
4
Banana Bomb
1
Battle Axe
4
Earth Quake
0
Shotgun
Inf
Handgun
0
Uzi
Inf
Minigun
0
Longbow
0
Fire Punch
Inf
Dragon Ball
0
Kamikaze
8
Suicide Bomber
0
Prod
Inf
Dynamite
0
Mine
5
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
Inf
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
3
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
Inf
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 #2375, Team17 remake submitted by Senator  (Read 1511 times)

0 Members and 1 Guest are viewing this topic.

Offline Senator

Scheme #2375, Team17 remake submitted by Senator
« on: July 03, 2017, 10:21 PM »
Updated the probabilities so that only Mad Cow and Banana Bomb are reduced. Still undecided on Select Worms so sticked to 2. I will host a tourney soon :P

Offline MonkeyIsland

Re: Scheme #2375, Team17 remake submitted by Senator
« Reply #1 on: July 04, 2017, 05:36 AM »
Personally I don't think select worm is good in Team17. Before SD players have select worm before their turn. So your 2x select worm only plays a role in SD which makes it impossible for the player with lower/fewer HP to get close to his opponent by using turn advantage.

Let's see how the tourney turns out. :)
Due to massive misunderstandings: MonkeyIsland refers to an island not a monkey. I would be a monkey, if my name was IslandMonkey meaning a monkey who is or lives on an island. MonkeyIsland is an island which is related to monkeys. Also there's been a legend around saying MonkeyIsland is a game. So please, think of me as an island or a game.

Offline Senator

Re: Scheme #2375, Team17 remake submitted by Senator
« Reply #2 on: July 04, 2017, 08:11 AM »
Personally I don't think select worm is good in Team17. Before SD players have select worm before their turn. So your 2x select worm only plays a role in SD which makes it impossible for the player with lower/fewer HP to get close to his opponent by using turn advantage.

Let's see how the tourney turns out. :)

Yeah Select Worms put emphasis on making kills before SD. As ropa put it:
Quote
team17 was a scheme without problems, you had infinite girders but you also had 2 of their natural counters: the worm selects, the most powerful anti girder tool in the whole game. The game was balanced around the fact that if you were a good collector and weapon user you would kill more worms than your opponent,  if you did so, worm select would provide an advantage against girders making darkside a non issue (if you're good at killing worms).
When people moved to WWP they couldn't get the scheme right due to the game's limitation (you couldn't add worm select weapons) and thus it mutated into what we have or had today (people stopped playing it on open islands, too): a scheme were killing worms better than your opponent isn't really winning you the game per say because having less worms is not a handicap if there aren't worm selects but there are girders and SD weapons. Worm selects are the one tool that made it all fit and be balanced.

Does T17 need to be like Hysteria where you can lose worms and then start telecowing? I think Select Worms are fine as long as you don't lose a worm before your first turn. In those cases Select Worms can give an undeserved advantage. I guess it's still possible to win with 3 worms..?

I've played some games with this scheme with 1-2 selects. For example in this game I used Select Worm to finish the game with a HHG: https://www.tus-wa.com/leagues/game-220583/ Without Select Worm I would have probably needed to rely on the SD weap I had because the map was so closed (I was busy fighting so I didn't have time to open the map). Select Worms give a better chance to finish the game before it becomes a SD weapon battle and that's why I feel like it could be a good addition to the scheme.

If you have 2 selects, you may sometimes use one even before SD (use one worm to collect crates and the other to attack). If you have just 1 select, you need to save it for SD because as soon as you use your last select worm, the opponent gets an advantage. So 1 or 2 selects? Girders are no longer unlimited so 1 select may be more justifiable.

Offline Korydex

Re: Scheme #2375, Team17 remake submitted by Senator
« Reply #3 on: July 04, 2017, 09:45 AM »
one select could be used in pre-SD and the other in SD so i vote for 2
« Last Edit: July 04, 2017, 09:50 AM by Korydex »