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Interchange

Interchange

Scheme #4522, Viewed 1439 Time(s)

Basic Information
Summary
F1
F2
F3
F4
F5
F6
F7
F8
F9
F10
F12
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Acronym: Interchange
Name: Interchange
Type: Battle
Submitted by:

Download this scheme:
Downloaded 158 time(s).
0 members and about 158 guests have downloaded this scheme.
Example replays: Downloaded 274 time(s)

Time: May 16, 2022, 06:17 PM
Description:
Scheme name ''Interchange''.

The first person (A) that starts get to use F key 1-5.
The second person (B) gets to use F key 6-10.

And then there's the Interchange.

Person (B) gets to use F keys 1-5
Person (A) gets to use F keys 6-10.

And you rotate like that continuously.

If you cow, the rule breaker must skip.

The scheme Interchange is a variation of Alt-F4 and Lucky Strike.

NOTE: Gameplay footage in replay contains LG and Jetpack. Kradie used LG at last turn. Final version of Interchange does not have LG and Jetpack.
Scheme game options
Game options
100
1
100%
Time options
10
45
3
5
5
Crate options
25
Sudden death options
20
Objects options
8
4
General options
Help
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
Inf
Mortar
Inf
Homing Pigeon
Inf
Sheep Launcher
Inf
Grenade
Inf
Cluster Bomb
Inf
Banana Bomb
1
Battle Axe
Inf
Earth Quake
1
Shotgun
Inf
Handgun
Inf
Uzi
Inf
Minigun
Inf
Longbow
Inf
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
Inf
Suicide Bomber
0
Prod
Inf
Dynamite
Inf
Mine
Inf
Sheep
Inf
Super Sheep
1
Mole Bomb
Inf
Air Strike
Inf
Napalm Strike
Inf
Mail Strike
Inf
Mine Strike
1
Mole Squadron
1
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
Inf
Baseball Bat
Inf
Girder Starter Pack
1
Ninja Rope
8
Bungee
Inf
Parachute
Inf
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
1
Holy Hand Grenade
1
Flame Thrower
Inf
Sally Army
1
MB Bomb
0
Petrol Bomb
Inf
Skunk
Inf
Ming Vase
1
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
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
1
Mortar
0
Homing Pigeon
1
Sheep Launcher
1
Grenade
0
Cluster Bomb
0
Banana Bomb
1
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
0
Sheep
0
Super Sheep
9
Mole Bomb
0
Air Strike
0
Napalm Strike
0
Mail Strike
1
Mine Strike
1
Mole Squadron
1
Blow Torch
0
Pnuematic Drill
0
Girder
0
Baseball Bat
0
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
0
Scales of Justice
0
Super Banana Bomb
2
Holy Hand Grenade
1
Flame Thrower
1
Sally Army
4
MB Bomb
1
Petrol Bomb
0
Skunk
0
Ming Vase
3
French Sheep Strike
1
Mike's Carpet Bomb
1
Mad Cow
1
Old Woman
1
Concrete Donkey
0
Indian's Nuclear Test
0
Armageddon
0
Skip Go
0
Surrender
0
Worm Select
0
Freeze
0
Patsy's Magic Bullet
1
Damage x2
0
Jet Pack
30
Low Gravity
1
Fast Walk
1
Laser Sight
1
Invisibility
1
Bazooka
3
Homing Missile
3
Mortar
3
Homing Pigeon
3
Sheep Launcher
3
Grenade
3
Cluster Bomb
3
Banana Bomb
3
Battle Axe
3
Earth Quake
1
Shotgun
3
Handgun
3
Uzi
3
Minigun
3
Longbow
3
Fire Punch
3
Dragon Ball
3
Kamikaze
3
Suicide Bomber
1
Prod
3
Dynamite
3
Mine
3
Sheep
3
Super Sheep
3
Mole Bomb
4
Air Strike
3
Napalm Strike
3
Mail Strike
1
Mine Strike
1
Mole Squadron
1
Blow Torch
3
Pnuematic Drill
3
Girder
3
Baseball Bat
3
Girder Starter Pack
1
Ninja Rope
3
Bungee
1
Parachute
1
Teleport
1
Scales of Justice
1
Super Banana Bomb
1
Holy Hand Grenade
3
Flame Thrower
3
Sally Army
1
MB Bomb
1
Petrol Bomb
3
Skunk
3
Ming Vase
1
French Sheep Strike
1
Mike's Carpet Bomb
1
Mad Cow
3
Old Woman
3
Concrete Donkey
1
Indian's Nuclear Test
1
Armageddon
1
Skip Go
1
Surrender
1
Worm Select
1
Freeze
1
Patsy's Magic Bullet
1
Damage x2
1
Jet Pack
0
Low Gravity
0
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
0
Homing Missile
1
Mortar
1
Homing Pigeon
1
Sheep Launcher
1
Grenade
1
Cluster Bomb
1
Banana Bomb
1
Battle Axe
1
Earth Quake
0
Shotgun
0
Handgun
0
Uzi
0
Minigun
2
Longbow
1
Fire Punch
0
Dragon Ball
0
Kamikaze
0
Suicide Bomber
0
Prod
0
Dynamite
1
Mine
1
Sheep
1
Super Sheep
1
Mole Bomb
1
Air Strike
1
Napalm Strike
1
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
1
Pnuematic Drill
1
Girder
1
Baseball Bat
1
Girder Starter Pack
0
Ninja Rope
1
Bungee
1
Parachute
1
Teleport
1
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
1
Flame Thrower
1
Sally Army
0
MB Bomb
0
Petrol Bomb
1
Skunk
1
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
1
Old Woman
1
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.
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Lupastic

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

FoxHound

#1
Quote from: Lupastic 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

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.

Kradie

Quote from: FoxHound on May 17, 2022, 12:25 AM
Quote from: Lupastic 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

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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https://discord.gg/zvFwZuAKQB

Someone is using my name on WormNET. If you are under suspicion if you aren't with the real Kradie, then pelase confirm my real ID here on TUS or discord @Kradie.

Schemes I mostly play: Big RRz and Roperz.

https://worms2d.info/People/Kradie