Something new and exciting? [Archive] - Team17 Forum

PDA

View Full Version : Something new and exciting?

Chip
11 Dec 2006, 13:29
After long thoughts about it, although new weapons / making your own weapons and bigger maps will make a huge difference in WA, the game itself could still need something new to it to make it that little bit more exsiting,
What about more game modes?
So instead of always having the standard - kill all enemies, what about making it so you can choose a game mode from a list (somewhere in the options part of a scheme)
1. Assasinate: Loose the team captain and that team surrenders, so to win alls you have to do is kill all the team leaders. Possibly add a new feature in the scheme options to allow you to manually set the HP of the team captain (like you could do in the Fiddler)
2. Judges descision: The match will end after a certain turn or by killing all enemies if before that but the winner isn't who is left, its what team gathers the most points from those awards after the match. I.E: "best shot goes to % +300 or so pts" and "most boreing team is % with -400pts" etc...
Any of you played Super smash bros melee? basically this scenario wold work in the same way as their "judges descision". The awards will have to all be given a pts value and possible add in more awards.
3. Vital worm: a special crate will drop down after a few turns like a normal crate would. When a worm picks up the special crate that worm will turn into the hat worm. This hat Worm however can move...but still can't fire weapons. As soon as a hat worm has been created (Some one has obtained that special crate) then a turn countdown will begin. When that counter is up, the game will end and who ever has the hat worm on their team wins. If you kill a hat worm, the counter will suspend and a few turns later another special crate will randomly drop. When someone gets that crate, the counter will continue and the worm who obtained the crate will be the new hat worm.
Thats some ideas anyway. :)

AndrewTaylor
11 Dec 2006, 13:37
As I recall, Deadcode plans for a bit of a "mission creator" in the scheme files, which would almost certainly allow "Assasinate" mode -- I made a similar thing once on WWP with the Mission Editor.
Not a bad idea, though. Mayhem does much the same thing with different modes, and I don't see why W:A shouldn't. They'll never be as popular as the standard Deathmatch, but they might be good fun.

Run
11 Dec 2006, 13:54
More obvious modes based on current schemes including getting a worm to a finish line, and destroying a number of flags.

franpa
11 Dec 2006, 14:16
having destructible AND indestructible terain in a level would be good... could have corridors with barricades sorta or something xD

Metal Alex
11 Dec 2006, 16:17
MORE MODES!!! I want them :D
my ideas:
-The smash mode: the life goes up... but you get thrown faster with the same shot, so at around 100, you can easily get thrown to water with a normal hit. (Smash bros, basically :p)
-Assasinate: (recomendation) it would be nice to place with teleport ONLY the team leaders...
-RANDOMIZE: the game is totally random. At each round end, anything could happen (examples):
-Nothing :p
-earthquake (low)
-nuke (low)
-armaggedon (lol low)
-every mine in map explodes.
-every barrel explodes.
-crate rain.
-random weapons for the next round (you don't spend them, but the worm gets a random one to shoot, even if he hasn't it, without a chance to switch it)
-low gravity for the round
-all worms turn invisible (online only)
-worms get randomly switched between them, in the map.
-scales of justice (low)
-a concrete donkey falls at a random place (low)
-you cannot see the worms health or the name, team, or anything... so you don't know who is yours!
-doctor's visit: the map gets filled with health crates
-crate rain (any kind of crate)
-new order: change the order of the turns.
-any more wormpot options that could be added between turns
-Endurance: if a worm gets killed, it respawns, but the team that killed it, scores 1 point, while the dead worm one, scores -1. Kill a teammate, and get -2, and kill yourself, and get -1 (for suicidal moves). The game ends after a number of turns, or when the time ends (but all players should have the same number of turns, so the game ends after the last in turn's move)
I guess it's better in indestructible terrain.

Muzer
11 Dec 2006, 17:10
-you cannot see the worms health or the name, team, or anything... so you don't know who is yours!
Ah, that WDC mode rocks! Good idea to put it into WA

Metal Alex
11 Dec 2006, 18:24
WDC mode
crap, I though it was not though before :p
anyways, the random mode is kinda hard to do...

Muzer
11 Dec 2006, 19:07
how do you know? For all everyone except the reverse engineerers know, it could be a secret option not found with the fiddler. It's unlikely, but possible.
EDIT: by the way, if you're wondering how to enable that mode in WDC, go to the main menu, then type "magical mystery tour" (without the quotes). Then start a game. No names will be displayed. Ever.

[UFP]Ghost
11 Dec 2006, 21:57
Ah, that WDC mode rocks! Good idea to put it into WA
would be the greatest thing ever.
but.... you would need to disable speech banks and so everyone has the normal one, otherwise 1 push and you'd know what worm it is:P

franpa
12 Dec 2006, 05:37
-Endurance: if a worm gets killed, it respawns, but the team that killed it, scores 1 point, while the dead worm one, scores -1. Kill a teammate, and get -2, and kill yourself, and get -1 (for suicidal moves). The game ends after a number of turns, or when the time ends (but all players should have the same number of turns, so the game ends after the last in turn's move)
I guess it's better in indestructible terrain.
you shouldnt lose a point when the enemy kills one of your worms -.-' or else it will generally be a draw... unless your stupid to let yourself get piled.

AndrewTaylor
12 Dec 2006, 23:16
you shouldnt lose a point when the enemy kills one of your worms -.-' or else it will generally be a draw... unless your stupid to let yourself get piled.
If Super Smash Bros has taught us nothing else it's that that isn't true

franpa
13 Dec 2006, 03:58
SSB is realtime and not turn based.

AndrewTaylor
13 Dec 2006, 10:19
SSB is realtime and not turn based.
What difference does that make?
You don't reliably kill a worm every turn, or even every N turns, or else all forms of Worms would be boring; whoever went first would win, whatever scoring system you used.

franpa
13 Dec 2006, 12:20
SSB is real time and as such the game is purely determined by skillz... where as in a turn based game its more based on logic.
the chances of an equal outcome are far greater in a logical thinking game then that of a real time pressure game.

Seita
13 Dec 2006, 12:51
That's why all Chess masters are world champion, ex-aequo. It's turn-based logic.

Run
13 Dec 2006, 14:06
There's a lot of skill in Worms, though. Depends what scheme you go on. http://www.nanacide.com/images/Emoticons/ssh.gif
ex-aequo
pardon?

Seita
13 Dec 2006, 14:40
equal outcome
So basically, there is no way to know who is better, so they're ex aequo.

AndrewTaylor
13 Dec 2006, 15:11
So basically, there is no way to know who is better, so they're ex aequo.
Fair enough.
And you were being sarcastic, right?

Metal Alex
13 Dec 2006, 15:49
you shouldnt lose a point when the enemy kills one of your worms -.-' or else it will generally be a draw... unless your stupid to let yourself get piled.
uhm! let's do math!
you kill a worm of the other team
a worm of yours is killed
my way: total: 0-0
your way: total: 1-1
yes, it will be a draw. Interesting.
anyways, a suicide, or teammate kill doesn't make all to be 0... only bellow.
Also, it's a way not to leave your worms on a unsafe spot, because you don't mind losing them... AND THEY COME BACK!!! HEALED!!! it was also to prevent that. Want fairness? Want strategy? was this what you were looking for?
If you think I'm mistaken, say your reasons, with gameplay examples, please.

franpa
14 Dec 2006, 01:11
your way means that killing an enemy worm increases your lead / reduces there lead by 2 where as my way it is only by 1.

robowurmz
14 Dec 2006, 07:25
Ah, that WDC mode rocks! Good idea to put it into WA
Uuuuuh. Did you guys forget that you can just press "delete" a few times in W:A to get no names or team names and such?

franpa
14 Dec 2006, 07:57
were talking about it enforcing it not to show up... as in making delete obsolete during the turn so you can tshow names during that turn.

Metal Alex
14 Dec 2006, 13:48
your way means that killing an enemy worm increases your lead / reduces there lead by 2 where as my way it is only by 1.
oh... maybe we are thinking different things...
This is what I meant:
enemy work killed: +1 to your team
own worm killed by someone else: -1 to your team
own worm killed by himslef (kamikaze, suicide, etc): -1 to your team
teammate killed by you: -2 to your team

bonz
14 Dec 2006, 17:56
Deadcode once mentioned that he might implement a scripting feature that'll allow all these modes to happen.
I also suggest to put in the "magical mystery tour" some months ago.
BTW, it has nothing to do with toggling the name tags, but rather only allows you to recognize your own worms when it is your turn and you can move one single worm. You have to remember the rest.
That would mean, you can only be sure if you have played with every worm in your team at least once.
Another suggestion:
"Hide & Seek" mode!
Invisibility is activated permanently. You only see your own worms (as usual) and can only see enemy worms when you are within a certain range to them.
Using a weapon doesn't uncloak your worms, but will make it easier to guess the location.
And once again:
"Crate drops influenced by wind only, no teleported crates"

Metal Alex
14 Dec 2006, 20:47
What about a specialist mode?
I mean, each worm of your team can only use a set of weapons (Maybe the most basic ones are for all). Example:
-sighter: the one who orders the air strikes
-pet coach: sheep, old women, skunks, etc...
-melee master: punch, baseball bat, dragon ball... but maybe with much more power.
-Ninja: He has the rope, parachute, bungee, drill, teleport, etc... plus normal punch
-think of more, I'm a bit busy now :p

Chip
14 Dec 2006, 21:21
-think of more, I'm a bit busy now :p
- Sniper: Has the rifle weapons,
- Grenader: Has all the grenade types,
- Heavy support: Has the missile projectile types and the most powerful weapons such as dynamite,
- Engineer: Has Girders, Blow torches, Drills, mines.
:p

franpa
15 Dec 2006, 03:43
oh... maybe we are thinking different things...
This is what I meant:
enemy work killed: +1 to your team
own worm killed by someone else: -1 to your team
own worm killed by himslef (kamikaze, suicide, etc): -1 to your team
teammate killed by you: -2 to your team
thats much better :)

Lex
15 Dec 2006, 05:26
Please edit the title of this thread to, "Something new and exciting?" I thought it was a typo of "Something new and existing?" at first, which seemed really strange.

yakuza
15 Dec 2006, 10:24
- Sniper: Has the rifle weapons,
- Grenader: Has all the grenade types,
- Heavy support: Has the missile projectile types and the most powerful weapons such as dynamite,
- Engineer: Has Girders, Blow torches, Drills, mines.
:p
I think this is/was planned.

bonz
15 Dec 2006, 10:44
Since the specialist mode already exists as a Wormpot mode in WWP, I'd say it will be added with the patch sometime.
I say make it customizable though, because the weapon distribution with WWP's specialist mode was a bit awkward.

AndrewTaylor
15 Dec 2006, 11:20
Please edit the title of this thread to, "Something new and exciting?" I thought it was a typo of "Something new and existing?" at first, which seemed really strange.
Yes, I keep reading it that way too. I've changed it now.

Metal Alex
15 Dec 2006, 15:44
thats much better :)
it actually isn't... I was meaning that the whole time XD

AndrewTaylor
15 Dec 2006, 15:59
And once again:
"Crate drops influenced by wind only, no teleported crates"
I don't get it.
Are you suggesting all crates start at the same point above the middle of the landscape and fall in the wind direction rather than simply appearing somewhere random? Because if so, what's the point in that?

bonz
15 Dec 2006, 16:21
I don't get it.
Are you suggesting all crates start at the same point above the middle of the landscape and fall in the wind direction rather than simply appearing somewhere random? Because if so, what's the point in that?
No, they are randomly dropped with a parachute and get affected by the wind of the previous turn.
The AI does not compensate for the wind, which means a crate can be dropped right into the water.

AndrewTaylor
15 Dec 2006, 16:28
I don't see the point in that at all. It's just a different mechanism for the same random placement of crates, surely? Only it's one that interferes with the probability of getting a crate at all.

Run
15 Dec 2006, 17:32
Yeah I agree with andrew... there's not much potential in that feature that I can see.

Metal Alex
16 Dec 2006, 01:44
Indeed! but if a "crate strike" weapon is added, wind could affect those... making it not a random thing like that...

Lex
16 Dec 2006, 01:49
In the weapon's definition, there could be an "affected by wind" attribute for the bomblets (which would be parachuting crates).

Metal Alex
16 Dec 2006, 10:46
I hope the game thinks they are bomblets, instead of crates... I mean: crates appear, not bomblets. (just a silly detail not to forget, for programmers and such)

Lex
17 Dec 2006, 04:51
By "bomblets", I meant, "objects which are dropped from the strike", which could be any object, in a scriptable scheme.

franpa
17 Dec 2006, 08:40
No, they are randomly dropped with a parachute and get affected by the wind of the previous turn.
The AI does not compensate for the wind, which means a crate can be dropped right into the water.
im already ****ed about parachuting crates in worms 2... DO NOT RUIN W:A FOR ME !?!?!

bonz
17 Dec 2006, 11:48
Another reason for my parachute suggestion is that it would effectively stop crates from being teleported in caves and overhangs.
The thing with the wind affection is for consistency reason actually.
Things floating on a parachute should get affected by the wind. Crates maybe less than worms.
If you see a crate floating towards the water you could press the space bar to disconnect the parachute and let the crate drop straight down to save it from drowning.
im already ****ed about parachuting crates in worms 2... DO NOT RUIN W:A FOR ME !?!?!
Aha.

AndrewTaylor
17 Dec 2006, 13:02
So now one player gets to choose where each crate lands?
The current system of teleporting them in gets them into overhangs, doesn't it?

franpa
17 Dec 2006, 14:22
if this was to be added as an additional "option" then i would think that it would fall from the middle, be affected by wind, and when reaches the edge of land it will auto lose the para and fall to save itself from a watery death.
but i'm hoping that this never ever gets implemented... unless whenever a crate is falling the game speeds up to 2x or faster during its descent to the ground... (its only faster like in a replay when you push 2... not meaning that it falls in a downward direction only faster...)

bonz
18 Dec 2006, 02:51
So now one player gets to choose where each crate lands?
Ehr, no. It's still random, but when a crate is on a parachute it gets affected by the wind unless a player decides to release it.
The current system of teleporting them in gets them into overhangs, doesn't it?
Yes, only teleported crates will get under overhangs.
if this was to be added as an additional "option" then i would think that it would fall from the middle, be affected by wind, and when reaches the edge of land it will auto lose the para and fall to save itself from a watery death.
but i'm hoping that this never ever gets implemented... unless whenever a crate is falling the game speeds up to 2x or faster during its descent to the ground... (its only faster like in a replay when you push 2... not meaning that it falls in a downward direction only faster...)
What are you talking?
I was just suggesting to make teleported and parachuted crates 2 separate options. (Could be useful for certain game styles to only get crates on the top of the terrain and spots only reachable in a direct line from the sky.)
And making crates on parachutes affected by the wind simply adds to the consistency.
This could also provide funny game styles when you try to detach the crate at the correct time to make it land on some specific spot and not get flushed.
The latter could be even better with more realistic physics when the crate was travelled horizontally on the parachute and then gets released. There are actually several instances in the game where the horizontal speed gets negelcted.

vBulletin® v3.8.6, Copyright ©2000-2013, Jelsoft Enterprises Ltd.