Schemes
March 28, 2024, 09:06 PM

operation

operation

Scheme #5100, Viewed 450 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F6
F7
F8
F10
F11
F12
Utility probability
18.1% Fast Walk
13.6% Damage x2
13.6% Low Gravity
13.6% Crate Spy
13.6% Double Time
9% Laser Sight
9% Jet Pack
4.5% Invisibility
4.5% Crate Shower
Crate probability
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3.8%
3%
3%
3%
3%
2.2%
2.2%
2.2%
2.2%
2.2%
2.2%
2.2%
2.2%
2.2%
2.2%
1.9%
1.5%
1.5%
1.5%
1.5%
1.5%
1.5%
0.7%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
?!?%
Scheme Rate
Not rated yet
Acronym: operation
Name: operation
Type: Battle
Submitted by: France iidoyila

  • 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.
  • Please note that special weapons are on, it means that the game forces value 1 on each one of the special weapons' crate probability no matter what value has been given specifically.
Download this scheme:
Downloaded 79 time(s).

Time: April 15, 2023, 09:53 AM
Description:
iidi's "operation" scheme !!

you'll see me hosting this one on WormNET a lot !

it's a highly customised scheme that nonetheless tries to modulate standard Deathmatch with modern settings toward
"advanced competitive gameplay" within a fun Worms Armageddon Party Funtime aesthetic . 

it strives to be balanced for any number of players, wormcounts, and team configurations .   HOWEVER, recommendations :

1v1 :  8 worms
FFA 3p : 6 worms
FFA 4p : 5 worms
FFA 5+ : 4 worms

2v2 : 4 worms
3v3 : 3 worms
4v4 : 2 worms

multishot is my preferred format for 1v1, but is off by default .  ffa/teams will probably be more fun with turns .

PLEASE PLEASE PLEASEjust try to get used to manual placement of worms . 

There is no restock in this mode, so multiple rounds will come with completely different weapon and utility sets .  Only rounds ONE and TWO
will have dynamics that are even vaguely predictable from the start of round one .  Placing your worms according to your available weaponry is
important to both amassing and denying round points, the currency of winning this scheme .  leaving it up to chance does the game a disservice .   

every weapon and skillset should have a chance to threaten in this mode !!   that's why i can't call this the final version .

competitive format :

choose number of rounds to play, then set availability of Indian Nuclear Test to that number, or 9 if that number is higher than 9 .

if players draw a round? = play the next game, counting off one of the games-to-play .
if all rounds are finished, but scores are tied? = the set of players who used the least amount of Nukes wins .
if all players "win"?  =  congratulations !  you all win .  did you expect another outcome ? 

Indian Nuclear Test, Patsy's Magic Bullet, Earthquake, Armageddon, Concrete Donkey and MB Bomb are all considered Nukes .


additional multishot competitive format rules:

multishot is the preferred format for 1v1 .

"Extra Girders" describes the girders placed after the first girder placed within a turn .
Players get TWO Extra Girders per round . this means they may place three girders on one turn once,
OR two girders on one turn twice . 

If players use a Nuke, it must be the first Weapon Action they used this turn (movement, jumping, Parachute and other movement items, Select Worm are not weapon actions) , and they must end their turn afterward (use Skip Go or allow time to expire without further Input ) .
this is ALSO true for Justice items .

Scales of Justice is a Justice item .

physics:

gravity x1.44, air viscosity +0.00667 from 0, friction x0.9 .
fast jetpack (x2), fast frictionless rope (x1.5)
uncapped projectile speed
skipwalking, bungee glitch, floating weapon possible
stick on jet + rope over turns
heavy wind (x1.67), wind affects all objects (incl. worms)

game/input rules:

circular aim
shot power decreases when full (instead of firing)
slow petrol burn
objects are affected by wind, explosions, et cetera .
high fall damage

weapons:

diverse starting kit (see weapon list)
many crates (especially weapons)
balanced drop rates, many sheep, sheep explode from weapon crates
weapons unlock slowly each round
NO RESTOCKS between rounds


Scheme game options
Game options
166
5
300%
Time options
5
17
3
3
13
Crate options
66
Sudden death options
5
Objects options
65
6
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
2
Low Gravity
2
Fast Walk
1
Laser Sight
1
Invisibility
1
Bazooka
5
Homing Missile
3
Mortar
3
Homing Pigeon
0
Sheep Launcher
0
Grenade
5
Cluster Bomb
3
Banana Bomb
1
Battle Axe
2
Earth Quake
1
Shotgun
3
Handgun
5
Uzi
3
Minigun
2
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
Inf
Suicide Bomber
0
Prod
Inf
Dynamite
3
Mine
5
Sheep
2
Super Sheep
0
Mole Bomb
0
Air Strike
3
Napalm Strike
1
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
4
Pnuematic Drill
4
Girder
6
Baseball Bat
1
Girder Starter Pack
1
Ninja Rope
4
Bungee
3
Parachute
3
Teleport
4
Scales of Justice
3
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
0
Sally Army
0
MB Bomb
0
Petrol Bomb
5
Skunk
1
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
6
Armageddon
1
Skip Go
0
Surrender
0
Worm Select
7
Freeze
0
Patsy's Magic Bullet
0
Damage x2
0
Scheme extended game options
Scheme extended game options
Wind
167
Wind Bias
40
Gravity
0.26601
Terrain Friction
0.91000
Explosions push all objects
Petrol Turn Decay
0.11998
Petrol Touch Decay
9
Maximum flamelet count
6667
Maximum projectile speed
0.00000
Maximum rope speed
24.00000
Maximum Jet Pack speed
10.00000
Unrestrict Rope
Maximum crate count on map at once
45
Batty Rope
Rope-roll drops
As from rope or jump
Keep control after skimming
Keep control and rope
Fall damage is triggered by explosions
Loss of control doesn't end turn
Fractional round timer
Automatic end-of-turn retreat
Health crates cure poison
Cure collecting worm
Conserve instant utilities
Indian Rope glitch
Herd-doubling glitch
Angle cheat glitch
Glide glitch
Block roofing
Block everywhere
Terrain overlap phasing glitch
Circular Aim
Anti-lock Power
Girder Radius Assist
Blood Level
100
RubberWorm air viscosity
0.00661
RubberWorm air viscosity applies to Worms
RubberWorm wind influence
0.06700
RubberWorm wind influence applies to Worms
RubberWorm gravity strength
0.87000
RubberWorm crate rate
2
RubberWorm Kaos mod
20, 10, 10, 5, 10, 15, 10, 12, 5
Help

Author Topic: Scheme #5100, operation submitted by iidoyila  (Read 436 times)

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Online FoxHound

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Scheme #5100, operation submitted by iidoyila
« on: April 17, 2023, 01:51 PM »
This scheme seems to be very well thought. I might try it later. Seems a bit similar to Windy Day or Icy Storm. It would be good to watch a replay of this scheme.
« Last Edit: April 17, 2023, 01:53 PM 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 iidoyila

Re: Scheme #5100, operation submitted by iidoyila
« Reply #1 on: April 18, 2023, 03:02 PM »
updated,

tweaked air settings and other various .. improvements !