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New ideas - post your ideas here


Postby James S » Jan 29, 2002 @ 9:35pm

What's a ninja rope? :?
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Postby Paul » Jan 29, 2002 @ 9:38pm

you serious? well, its a rope with a grappling hook on the end and you fire it into a wall or ceiling (or even the floor if you wanna do something cool) and swing around.

its THE best thing about worms. you really feel like spiderman firing that baby, swinging, flying through the air and firing it again, swinging... and so on.
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Postby R0B » Jan 29, 2002 @ 9:48pm

The Ninja rope is awsume. I bet that without it worms 2 would have never servived. It really makes the games.
"1011001010 NNNNNNNNNNOOOOOOOOOOOOOOOO!!!!!!" -Bender
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improvements

Postby drunkhaker » Jan 29, 2002 @ 10:50pm

Cross over the cell bars, find a new maze, make the maze from it's path, find the cell bars, cross over the bars, find a maze, make the maze from its path, eat the food, eat the path
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more ideas?

Postby AnaNg » Jan 30, 2002 @ 11:08am

For my tastes, the snails have too much time to move. Basically almost any snail that's not behind some high wall or in a closed space can get anywhere within a turn which negates a lot of the effects that movements can give you. It's possible to lower the clock-time but then you have less time to aim as well. Is there perhaps a way to enable having less movement time yet keeping a decent aiming time?

Another thing I'd like to see (at least as an option) is more 'side-effect' damage, as in damage from falling, from other exploding snails, etc.

And one more: Is it possible to add a special 'training' mode, in which when you aim you can see the expected path of the missile (taking into account wind)? It seems to me that aiming over long distances and taking into account wind is a hard 'barrier' to cross but something that even easy-level snails can do easily, which makes me feel inferior (and frankly feeling inferior to snails is never an ego-boosting thing :?)

Well, that was my 2 shells worth.
( :?: pondering whether I shell register after posting such long posts :?: )
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Postby Rirath » Jan 30, 2002 @ 11:40am

Personally, I like the default movement times. I enjoy having the time run/jump/or otherwise position myself in the perfect spot to attack my enemies.

As for side effect damage, I'm kind of glad it's low. Bouncing snails is great. I've had too many turns ended by a misplaced jump in... other games.
As an option though, I certainly wouldn't object.

As for a training mode with a path, I fear vets of this type of game would scream when the new players suddenly start using this feature. (even if it's only in training) They'd be able to do something without effort that took an awful lot of practice and dedication on their part. On the other hand though, it could make two player games quite interesting and level the playing field. Might make it easier to play the game with your newbie friends. If it could be turned on and off per player, it'd make an interesting handicap. Speaking of handicaps, couldn't hurt to throw that into deathmatch options. Damage amount per player, or maybe life amount.

Basically, any changes made to the basic rules of the game (damage, move time, psychics, weapon power, whatever) will probably be met with resistance from any long time players. So I say it's best to make (almost) any future changes an option instead of a rule. Personally, I hate when my favorite weapon is "balanced".

All in all my thoughts are this: Everyone loves the game as is, but I don't think anyone would object to more options.
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Postby AnaNg » Jan 30, 2002 @ 2:02pm

Well, I never played the *clears throat* other game, so maybe I'm a bit naive :) and insensitive to 'vertran' needs/experience.
As for damage from falling... I like the ability to bounce, but I also think it would be neat that if a snail falls from an explotion he'll get some damage. It would enable you some more interesting attacks. How can that be consistantly combined with bouncing while moving, I don't know.
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Postby randall » Jan 30, 2002 @ 7:04pm

Balance always needs to be considered first, before adding or eliminating features. Alot of stuff sounds cool, but will it offset the game so much that it won't be fun anymore? 90% of the fun of projectiles it learning to use them effectively- the other 10% of the fun is watching your miscalculations turn and blow up in your face.
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Postby R0B » Jan 30, 2002 @ 9:30pm

"1011001010 NNNNNNNNNNOOOOOOOOOOOOOOOO!!!!!!" -Bender
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Postby NYIllustrator » Jan 30, 2002 @ 9:38pm

Image

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Postby randall » Jan 30, 2002 @ 10:12pm

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Postby R0B » Jan 30, 2002 @ 11:07pm

"1011001010 NNNNNNNNNNOOOOOOOOOOOOOOOO!!!!!!" -Bender
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Mo missions, mo money, mo levels...

Postby Kemmey » Jan 31, 2002 @ 9:36pm

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Postby Peter Balogh » Jan 31, 2002 @ 11:30pm

Wow, good ideas, I like them. (Mainly because we had the same ideas :-)) The only thing I don't agree with is giving the winner more money. It'll make winning easier and easier so the loser of the first match won't get a chance again.
So I would give the same amount to loser and winner, maybe some extra based on how nice or effective you play. Also the weapon stock should be kept from the previous match and money should be added to the left-over. So you can 'save up' for a winning round by not spending all your money in every match.
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Best Of!

Postby Mr_Wizzz » Feb 1, 2002 @ 1:07am

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Discuss this game based on the popular computer game "Worms".

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