Acronym: Crate War
Name: Crate War
Type: Battle,
Rubberworm
Submitted by: Crespo
- Please note that super weapons are on, it means that even if their crate probability in the scheme weapons options are set to 0, there's still chance for them to appear in game.
Download this scheme:
Downloaded 153 time(s).
Example replays: Downloaded 58 time(s)
Time: August 24, 2020, 12:41 PM
Description:
Crate War is a scheme I tweaked from Only Crates (
https://www.tus-wa.com/schemes/scheme-2338/), which was pointed to me by Ashtar.
The concept is that of a Team17 game, but with a faster pace due to more crates being present, while at the same time being less explosive than Kaos (using a weapon will end your turn). Unlike Team17, it is not limitated to double-tunnel cave maps.
The stockpiling ON option provides the chance to save all the unused stuff for later rounds, but also adds the concern to not to waste your goodies.
It can be played on 1x1, but is more fun on multiplayer (although it is harder to find a full set of players that don't quit mid-round, so far I was only able to finish a best-of-3 session against 1 solo opponent
).
All weapon powers are normal (I was thinking on making the Mole at 5-star - and even there, its blast isn't as powerful as a Bazooka! - in order to compensate for its usual uselessness).
Tweaking this scheme has been work in progress and changes might happen in the meantime as I get more feedback from players.
A few insights on why I am tweaking the scheme:
Arsenal starting kit:Infinite Prod: some basic form of pushing worms around should be allowed from the start, plus it is very sad to collect a Prod crate;
5x Blowtorch / Drill / Girder: 5 of these things seem to be enough to help you move around and collect crates. You will probably collect some additional crates with these, although you might be sad for that. I am certainly not into making Girder infinite, because that can cause the blocking game on 1 worm x 1 worm situation.
3x Ninja Rope: Several other similar schemes feature infinite ropes. This creates a game with a repetitive flow, at least 1 rope certainly used every turn, and would create a bias between skilled ropers and other wormers, to whom the flow of the game would soon be unpleasant. I search for a fun scheme that demands creativity both from using a weapon to attack and to move around and collect crates, but that does not demand a high degree of skill for every turn. Therefore, I added 3 ropes (normal-power, 1 extra shot) for a very limited use. It is up to the player to decide to use them all in the first round, but he or she should remember that stockpiling is ON. Finally, in the early versions of this scheme, I noticed that Rope crates were rather unfair, because they allow the player who collected one (containing a boost of +3 ropes) to go crazy collecting much more than its opponent. I was on the both sides of this unfair advantage and found that it bluntly decided the outcome of the game in favor of the first player to collect the rope crate, by which I removed rope crates.
Infinite Bungee: There is already Parachute for nice flights down that you can use, so Bungee, being more basic, is removed from crates and made infinite.
5x Parachute: Parachute can allow you some nice flights with the right kind of wind, for which I decided not to make it infinite, but with 5 in your starting kit, it will probably be enough for a couple of flights in each round, just remember to use Bungee when you simply want to go down.
9x Teleport: Teleport is the basic way to collect crates, and one that every player will use probably once in each round given that there is no Select Worm option, and often worms are placed where no crate can be collected. I decided not to add infinite Teleports just so that no situation of infinite teleporting happens when one final worm is chasing the other players's final worm.
Other relevant scheme settings:Randomly timed mines: The feeling of having a 3-sec mine around you is that you feel safe walking around and deactivating it. I want players to feel uncomfortable with a mine around them. Randomly timed mines provide the thrill of an attempt for a lucky escape at each corner, but not a guaranteed success.
Rubberworm Kaosmod4: Among other utility probabilities changes, this setting allows the removal of double damage crates. As known, this instant utility can be devastating. The game already has a large random factor for it being a crate-based scheme, I believe double damage is unnecessary.
Bungee from jetpack and speedwalking disabled: I never found it neither interesting or funny that you could throw yourself of a bungee in mid-air, and always disliked speedwalkers. I finally have a chance to do a scheme where neither of this is allowed.
Collecting health crate cures poison of collecting worm only: I also never thought it made sense to have a sick worm cured from poison if a teammate collects an health crate. Given that Crate War is a crate scheme and health crates are expected to also fall down, Skunk would lose a lot of its power if collecting an health crate by a sane worm would cure allied sick worms. I am yet to use a Skunk on this scheme, but I expect this change to add value to that weapon.
On map style and strategy:Any kind of map can be played in this scheme as long as is not too open, in my opinion. However, while playing on an island, it will happen that often drop zones are located in highly dangerous spots. One of the main strategical focus during each round should be to be able to reach these spots while at the same time having a good hide.
Finally, thanks to all the guys that have been giving me a constructive feedback on these tweaks over the last months or just playing, namely Kayz, Unicorn, Ashtar.