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April 29, 2024, 01:47 AM

Hysteria-2s-wormselect

Hysteria with worm select and 2seconds to help select

Scheme #965, Viewed 692 Time(s)

Basic Information
Summary
Util.
F1
F2
F3
F4
F5
F7
F8
F9
F10
F11
F12
Crate probability
50%
50%
Scheme Rate
Not rated yet
Acronym: Hysteria-2s-wormselect
Name: Hysteria with worm select and 2seconds to help select
Type: Battle
Submitted by: Canada LobsterBuster

Download this scheme:
Downloaded 335 time(s).

Time: March 30, 2013, 07:10 PM
Description:
This is just like Hysteria but now you get to select whatever worm you want before shooting!
It changes the whole pace of the game. And it's awesome believe it!
Every hysteria player that joined by now, stayed until the end as they realised it was fun!

(First let me say this : I put this scheme 2seconds to give time for choosing your worm. This also affects the gameplay cuz you can use the 2 whole seconds on a single worm and gives you more time to change aim/jetpack/jump b4shooting/etc..

I would prefer 1second hysteria with choosing worms before the turn starts, but can it be done? Anyways, 2 seconds still make very good gameplay!

OK.
Since you can choose which worm acts at all times, the turn order of the worms has nothing to do anymore. This means no luck or plans based on who's turn it is next.

An obvious example is :
- telecowing (which can't be done on this mod)
- or just, at start of the game, having lucky spawns+turn orders. (you always have at start, somewhere, 2 worms of different teams sitting next to each other, and on normal hysteria, it always depends on which of these 2 worms will act first to throw the other into the pond)


**
Here's a specific case that could happen in normal hysteria, I'll use it to explain this mod :

At start, your first worm to act might be a lonely worm in a distant/safe cave, in normalhysteria you would teleport him to a safe location / with shots to make from.
Now instead, you leave him there safely, switch worm, and make an easy/fierce shot with another worm thats closer to the enemy.

So this distant/lonely worm will stay there until he's got a shot, which could be at the very end since he's the only one left cuz the rest were killed.
**

So this has a very obvious effect when you play this : there aren't as much long range shots than in normal hysteria, because you get to choose worms with the easiest shots.
The long range shots kick in when each player only has 1-2-3 worms left on different spots of the map

Another example, you could choose to plop an enemy worm, and still have another worm next to another enemy, elsewhere! On next turn he can just choose that worm, flamethrower kill your ass (if he chooses to).
So you get to priorize your turns/shots, cuz you have as many possibilities as you have worms on the map.

I suggest to make it 5 worms for 3-4players, and maybe 6-7 for a 1v1.
If the map is not very big/doesn't have lots of fissures in it, maybe 1 worm less.


More notes :

- Unless your worms are called Worm1 Worm2 Worm3.. etc, you should learn carefully which one is the 1st,2nd,3rd etc. It will help you Switch worms faster and accurately.

- I had to increase sudden death but it might not be spot on where it should..

- I added weapons for fun, let me know what you think :
Mortars
Cluster nades
Uzi
DragonBall
baseball bats
moles
7 petrol bombs instead of unlimited
rare crates with either a skunk or an old lady
***

It becomes confusing to select zooka/nades/mines until you learn to not select mortar/cluster/mole by accident.

I'll be hosting these "Hysteria-Wormselect" come try !

LobsterBuster
Scheme game options
Game options
80
1
100%
Time options
55
2
5
5
10
Crate options
25
Sudden death options
45
Objects options
8
3
Help
General options
Scheme weapons options
Weapons options
Help
Ammo
Delay
Power
Crates
%
Jet Pack
Inf
Low Gravity
Inf
Fast Walk
0
Laser Sight
0
Invisibility
0
Bazooka
Inf
Homing Missile
0
Mortar
1
Homing Pigeon
0
Sheep Launcher
0
Grenade
Inf
Cluster Bomb
1
Banana Bomb
0
Battle Axe
0
Earth Quake
0
Shotgun
Inf
Handgun
0
Uzi
Inf
Minigun
0
Longbow
0
Fire Punch
Inf
Dragon Ball
Inf
Kamikaze
Inf
Suicide Bomber
0
Prod
0
Dynamite
0
Mine
Inf
Sheep
0
Super Sheep
0
Mole Bomb
1
Air Strike
0
Napalm Strike
0
Mail Strike
0
Mine Strike
0
Mole Squadron
0
Blow Torch
Inf
Pnuematic Drill
Inf
Girder
0
Baseball Bat
Inf
Girder Starter Pack
0
Ninja Rope
0
Bungee
0
Parachute
0
Teleport
Inf
Scales of Justice
0
Super Banana Bomb
0
Holy Hand Grenade
0
Flame Thrower
Inf
Sally Army
0
MB Bomb
0
Petrol Bomb
6
Skunk
0
Ming Vase
0
French Sheep Strike
0
Mike's Carpet Bomb
0
Mad Cow
1
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.
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