Worms World Party
Ideas
This is the idea list, originally e-mailed to Team17 on the 21st September. As there have been more details released, some parts of the idea list have become out of date, but is still worth reading for the amount of ideas for the game.
Worms
World Party Ideas
By Edward Webb - 21.09.2000
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This is the large list of ideas that have been made over the Summer months, which have been split into three sections for Weapon Ideas, Existing Weapons and Gameplay Options. Suggested settings for weapons have been put into brackets. - Ed
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Worms
World Party - Weapon Ideas
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1: Launchers
a)
Rocket Launcher
This weapon fires at full
power, and travels in a
straight line. This weapon
is unaffected by wind or
gravity, and will keep going
for 5 seconds, after which
the weapon will fall back
to earth. Can do up to 50pts.
b)
Grenade Launcher
Works and fired like a grenade,
but instead bounces on the
terrain before exploding.
The appearance of the weapon
is similar to the icon used
in Worms: DC, which has
a grenade at the back of
a normal
Bazooka. If it hits a worm
then it explodes automatically,
and does up to 50pts. (Up
to 4 bounces, 60% bounce,
15 second timer)
c)
Mole Launcher
A mole is fired into the
terrain and digs for five
seconds, allowing it to
hit worms without having
to walk over obstacles.
Can do 30pts. (5 second
timer, 66% launch power)
2: Throwers
a)
Fire Bomb
Works as a Petrol Bomb without
lasting fire, and is used
like a Cluster Bomb. Set
the timer and bounce, and
once it explodes at 15pts
it spreads fire from above,
and in total can do around
50pts. (Fire amount at 50,
spread speed set to 75 and
lasts for 4 seconds)
b)
Shockwave Bomb
Thrown like a grenade, when
it explodes it creates a
large shockwave, and all
worms hit will take exactly
30pts.
3: Guns
a)
Far Sight
This gun fires one shot
that can go through the
terrain, and uses Laser
Sight automatically. A worm
takes 30pts when it hits.
b)
Super Shotgun
This gun fires like a shotgun,
but has three shots instead
of two, and each shot does
up to 30pts damage. (Note:
Could also do 33pts)
c)
Laser
This gun fires a white laser
beam towards worms, that
can burn into the terrain.
It fires in a straight line
and lasts for 5 seconds,
and can do up to 75pts total.
d)
Water Gun
The high power of this gun
allows it to push worms
and objects away and makes
the terrain slippery for
a few turns, and can dampen
fire out. However, it does
no damage.
e)
Chemical Gun
Sprays toxic fumes around
a short distance for a few
seconds, and the worm using
this is protected while
the weapon is being used.
There are two ways it can
do damage...
1. The fumes take off 10pts per turn.
2. The fumes start slowly by taking 5pts off, and for each subsequent turn it takes an extra 1pt off. (eg 100pts energy, 95pts, 89pts, 82pts, 74pts etc)
4: Land
a)
Invisible Mine
Works as a normal mine,
though once a worm has retreated
it will fade quickly until
it becomes invisible, unless
it is next to a worm. When
a worm goes near the mine,
it will quickly reappear
ticking down, and can do
up to 50pts.
b)
Randomite
Laid as a normal dynamite,
with the exception that
the damage differs on every
use. (50-100pts)
5: Close-Up
a)
Throw
Picks up a worm, and then
you are able to move around
until you choose to throw
the worm left or right.
Does no damage, but is fun
to use, and lets you walk
off land. The turn ends
once the worm is thrown,
and the timer continues
while the worm is carried
around.
b)
Fissure
A worm that uses this jumps
up, and then punches the
terrain, knocking all worms
a short distance away into
the air.
d)
Boomerang
The aim of the Boomerang
is the same as the Longbow
and travels in a straight
line, and can knock worms
away like a small Fire Punch
until it goes too far, or
hits the terrain. The worm
who throws the Boomerang
stays where he is until
it returns to the worm,
and does 15pts for each
worm.
6: Space Bar < Click
a)
Minefield
Makes up to eight new mines
appear on the terrain, useful
if you want to stop an enemy
from approaching. The mines
would appear away from where
worms are.
b)
Moleageddon
Like Armageddon, with the
exception that moles drop
down towards the terrain,
and do 30pts. (Acceleration
movement of Moles is at
101%)
c)
Buffalo of Lies
(I have heard that there
were "technical difficulties"
in creating the Buffalo,
surely it will appear now?)
7: Travel
a)
Mini Teleport
Works as a teleport, but
the range is much shorter
than before. Although it
does not end the turn, it
does halve the amount of
time remaining.
b)
Dark Mole
Like the Mole Bomb, but
is used by the Darkside.
Digs towards a wall, it
swerves around below the
land, creating a tunnel
for Darksiders to hide in.
c)
Landscaper
Fires a fast stream of 'land
balls' from a green gun,
which become land once they
touch the terrain, useful
for making small bridges
or for defence.
8: Strikes
a)
Worm Strike
This the only strike that
we have thought of, and
even then we know that it
was experimented in W:A.
Please bring this back for
Worms World Party, as it
is very funny to watch.
9: Utilities
a)
Climb
Worms can climb up or down
the walls by jumping or
walking into them, and holding
the up or down key to move.
They can jump off the walls
by pressing enter, or by
climbing down.
b)
Cannon
As the name suggests, a
worm launches high into
the air using the cannon,
and take no damage by falling
thanks to the helmet, and
can continue their turn.
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Worms
World Party - Existing Weapons
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The weapons in Worms Armageddon were generally well balanced, however many of us playing Worms have expressed there are problems with how some of the weapons work. Please take a look at the proposed changes below.
Mortar
The weapon which appeared
in Worms: The Director's
Cut, originally calld the
Grenade Launcher, was very
powerful and by default
was set to Infinite amount.
The problem with the one
in W:A was that it hardly
ever did over 50pts like
its counterpart, the Cluster
Bomb.
What I think would work follows:
Main
Weapon Damage: 20
Cluster Damage: 20
Cluster Dispersion Power:
25
Cluster Spread: 30
Dispersion Angle Amount:
60
This allows the damage the damage to go well over 50pts, has more powerful and gives more chance to do more damage. The Cluster Bomb is used as a way of causing indirect damage, and the Mortar should too with the benefit of aim but not being able to use it in all situations.
Cluster Bomb
The best way of reducing
the use of cluster abuse
is by setting no retreat
to the weapon, which will
mean that only accidental
throws will cause all clusters
to explode at the same time.
The damage should be restored
back to 30pts so it can
work properly again.
Handgun
Many people (including myself)
have expressed that the
Handgun is used rarely,
because it isn't as good
to use as the Uzi or Shotgun.
The poor power of the weapon
is often said to be the
reason for this.
As a way of changing the weapon I have two seperate weapon ideas:
1: Use three bullets, but increase the damage to 10pts and the blast power to 125%. This makes the gun more similar to the old Handgun seen in Worms: DC for the Amiga and is easier to use.
2: Decrease the time needed to fire to 375 milliseconds instead of 500, and increase the blast power to 75%. The gun will work more fluidly and be more useful than the one in W:A.
Both ideas are good, and are an improvement on the existing version.
Mine
Though the Mine is mostly
used to place on a worm's
head, when it is used for
defence tactics it takes
too long to explode, allowing
worms to set off a mine
and jump away. If you could
allow Mines to have a countdown
the same as the ones that
appear on the landscape
(when they do not explode
after being laid), then
this would give less chance
for worms to retreat.
Kamikaze
The end explosion for the
worm does 30pts, whereas
the original version did
50pts. I'd like to see a
balance of 40pts, as 30pts
is too weak in my opinion.
Prod
Occasionally I have attempted
to use the Prod to poke
a worm into the drink, however
on occasions it hasn't worked.
The ability to poke worms
from above would help if
there is no way to do it
from the side.
Dragon Ball
In a similar style, the
Dragon Ball of the original
Worms could hit the terrain
very close to a worm and
send the worm into the air,
instead of the Dragon Ball
disappearing.
Ninja Rope
I liked the Worms2 version
of the Ninja Rope was good
to use, while the W:A version
was too weak. As a way of
moving around the terrain
it should only be partially
restricted.
I think the following would be a good balance:
Rope
Length: 95 (W:A has 90 and
W2 has 100)
Number of Shots remaining:
2 (W:A has 1 and W2 has
3)
Bounce set between W:A and
W2.
This would restrict worms from moving too far, but at the same time allow them to rope around the terrain. The time it takes for a worm to gain momentum in W:A took too long, but was very easy in Worms2, so again I think a balance should be struck between the two here.
Bungee
As the Ninja Rope has become
popular the Bungee has become
less useful, but if the
bounce and up/down movement
were increased then it would
be more controllable and
allow weapons to be dropped
from it
properly.
Flame Thrower
I don't think that any changes
are needed for this weapon,
though if there was a way
of preventing the fire from
doing above 100pts by adding
a maximum damage limit would
prevent abuse. (Note: I
have been able to do 225pts
damage with the weapon under
special circumstances.)
Laser Sight
Originally I heard the Laser
Sight was to last for last
5 turns, please add this
as I prefer to let it work
without having to use the
utility repeatedly.
Fast Walk
Same here. If could last
for 5 turns (or even the
whole round) then this would
help.
Invisibility
If you could stop the camera
from moving for opponents
while it is the invisible
worm's turn then it would
give the worms a chance
to sneak up on an opponent
before using a weapon. It
could have a limit of 3
turns maximum to stop worms
from hiding for too long.
Sheep
The only complaint I have
with the Sheep is that it
often repeatedly jumps at
a wall for no reason, please
make it so the Sheep can
turn around properly.
Sheep Launcher
In the original Worms the
Sheep could jump over very
high distances, and though
the launcher lets the Sheep
climb high, it has problems
going very far. If there
were more power to launch
the Sheep (eg Launch at
60%) then it would cross
larger areas of the terrain.
Aqua Sheep
The Super Sheep and Aqua
Sheep are both very similar
weapons, except that the
Aqua Sheep can dive. Perhaps
the two weapons could be
merged so that only the
Super Sheep is there, but
uses the Aqua Sheep sprite
while underwater.
Indian Nuclear Test
I think that it is somewhat
too powerful at taking off
120 pixels. In Worms2 the
amount was 62 (I think)
and I think that 76 pixels
would be ideal, as it would
take at most 9 turns to
sink the terrain instead
of 6.
There are some weapons which
I think have problems working
in the game:
Battle
Axe - Unless a worm has
over 100pts then it is unused
Suicide Bomber - Because
the fumes often do not touch
the worm
Earth Quake - Can do a limited
amount of movement
Scales of Justice - Only
half the time when found
is it useful
Freeze - Invincibility perhaps,
but the bugs with this aren't
worth using
Mole Squadron - A good Lightsider
tool, but hardly ever found
when needed
Mine Strike - Rarely does
more damage than an Air
Strike
However I won't say that they should be removed, as there is the chance that they will be useful in multiplayer missions, or already have had improvements made to them.
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Worms
World Party - Gameplay Options
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As well as weapons, the options and gameplay are equally important. Though there have been a large talk on weapons the advance of the gameplay should have an equal amount of focus, and here is a list of gameplay options that could be made.
1: Terrain and Objects
Wormholes
They replace mines and float
above the terrain, and allow
worms to teleport to wormholes
without ending the turn.
The location where worms
will appear depends on the
order of the wormholes;
Wormhole no.1 will allow
worms to go to no.2, no.2
to no.3 etc.
Indestructible
Areas
This allows some parts of
the terrain to be indestructable,
which cannot be destroyed
by weapons. Worms are able
to walk and travel as normal,
but cannot pass through
this part of the terrain.
Increased
Size Terrain / Smaller Size
Worms
This would allow players
to play on a larger area
of terrain, for example
2304x872 would have an approximate
50% increase in the playing
area, which would have room
for more than 18 worms.
Or instead of the size of
the terrain increasing,
the worms could shrink to
half their size.
Country
Styled Terrains
Inspired from the Eiffel
Tower mission in W:A, the
terrains would have their
own country style, for example
the country's flag would
appear tiled in the terrain,
and the landscape would
have various objects to
do with the selected country.
Player
Styled Terrains
Player terrains have been
one of the most asked for
parts of Worms, which would
allow players to make their
own styles of terrain in
a graphics package as well
as the objects on the landscape.
This would also allow new
styles to be uploaded and
downloaded from Wormnet
into WWP.
Border
Walls
Players can now choose which
indestructable borders are
available, though the side
borders work as one choice
instead of having the left
and right border selectable.
2: Worms and Teams
Handicapped
Teams/Worms
This allows teams and worms
to be handicapped by ability
as well as health. For example:
Team:
Highblast
Rounds to Win: 2
Worm
Name: Maz
Health: 75
Turn Time: + 15 seconds
Walk Speed: 5
Gravity: Normal
Co-ordinates: N/A
Teleport Start: Yes
Artillery Worm: No
Retreat: 10 seconds
Fall Damage: 0pts
Continue After Injury: Yes
Infinite Energy: No
...
and so on. This would allow
teams in multiplayer to
choose what advantages and
disadvantages that they
have instead of having the
same properties. The multiplayer
missions could have this
for
individual worms as well.
Teams/Worms
Weapons
This allows teams and worms
to be able to choose their
own weapons. This would
allow players to choose
different worms with weapons,
eg Launchers would only
use launch weapons, or Team
1 has powerful weapons but
no movement tools.
Maximum
8 Teams
If there is more playing
area on the terrain, then
the option to add the amount
of teams from 6 to 8 is
good. LAN games and coloured
team groups would benefit
from this in particular.
Fast
CPU
The computer worms in the
original game were very
fast, and the ones in Worms2
were good even with Worm
Select on, but the ones
in W:A were much slower.
Please can you improve the
speed of the computer worms
thought.
6
(or more) Computer Teams
Playing
I didn't understand why
it was necessary to remove
6 computer teams fighting
against each other, especially
if the player just wanted
to watch a game rather than
play. Please put this back
in.
3: Options and Weapons
New
Options
Here are the options that
could be added to the game:
Group
Teams
As from Worms United, lets
Worms start in group positions
Vital Worms
If a Vital worm dies, the
rest of the team surrenders
Hat Worms
Worms that cannot play,
but are part of a colour
group team. If all Hat Worms
die in a colour group of
teams, the rest of the teams
surrender
Diseased Worms
States when the round begins
whether a worm is affected
by disease and by how much
Continue After Injury
Allows a worm to continue
moving, even after it is
hurt
Events
From W:A's missions, but
can now be added in multiplayer
Friction
Allows the friction of the
terrain to be edited
Gravity
Allows the gravity of worms
and weapons to be edited
Turn Countdown
Players have only a limited
amount of turns to finish
the game. If a game hasn't
ended after a number of
turns, then the game is
a draw
Multifire
Can allow worms to fire
a limited number of weapons
Charge Mode
Allows worms to fire multiple
weapons, but have to wait
a few seconds
between using each one by
recharging
Improved
Weapon and Option Editor
Perhaps the largest problem
with W:A was the poor amount
of weapon and options to
choose
from, which were a step
back from the one made in
Worms2. This is what I think
would work
best:
Weapons:
5pts Difference
Replaces the star system
with the damage system of
Worms: DC, that allows damage
to be edited for every 5pts
in damage
Weapon Amounts
Lets weapon amounts be chosen
from 0 to 20 and Infinite
Weapon Delays
Lets weapon delays be chosen
from 0 to 20 and Infinite
Choosing Weapons
Allows players to select
the options for all non-Super
Weapons
Option
Amounts:
Mines / Oil Drums
This lets you set how many
there are on the terrain
from 0 to 16
Fall Damage
From 0 to 100pts
Water Rise
Lets the water rise be edited
from 0 to 30 pixels
Turn Time
Lets the turn time to be
edited for every 5 seconds
Round Time
Lets the round time to be
edited for every minute
Retreat
Lets the retreat and rope
retreat time to be edited
for every second
Auto-Replay
Allows the replay option
to select how much damage
or amount of worms are needed
for automatic replay
Weapon
Grid Scroll
Just incase the weapon grid
becomes too big (more than
6 weapons for each row),
you could have the option
to add « and »
to the side of the weapon
grid. Eg...
|| F1 |«| b | h | m | p | s |»||
This would allow players to scroll through weapons by placing the mouse over an arrow, rather than have to see the grid size increased.
Quick
Setups
Allows you to store settings
for the scheme, teams and
landscape to use. After
selecting the setup then
all of the settings are
ready for the player to
start the game.
Play
Again
Worms can continue to use
the last game setup played,
and is available in the
multiplayer options. W:A
has this option, but only
when selected after a game
has ended.
Temporary
Schemes
This keeps "User Defined"
schemes in memory until
players choose another scheme.
4: Settings
1280x1024
Screen Size
As more people now have
19" monitors, the option
to play with a larger resolution
can help would
be appreciated.
Function
Key Additions
To choose a weapon quickly,
players can press and hold
a F-number key and then
press a number from 1 to
10 (10 represented by 0)
which would bring up the
chosen weapon. If players
press a number with an unavailable
weapon then it selects the
last weapon on the F-number.
This would allow players
to choose a weapon faster
than before.
New
Music
This would allow the option
to choose the Worms music
that they like best, and
even select tracks that
people have made to play
in the game, though would
only be played on that person's
computer.
5: WormNet
Search
WormNet
The search option would
search WormNet for people
online and different types
of games, rather than having
to search rooms.
People
Count
Add a counter to the side
of a game being hosted before
joining, for example a /
b would be where a is the
amount of people there and
b is the maximum amount
of players allowed.
Temporary
Game Rooms
This could be a test room
for new game styles, and
if a game there becomes
popular then it could stay
on WormNet in its own room.
6: Graphics
Water
Styles
Changes the appearance of
water for the style of the
terrain. For example, the
Hell style in Worms had
fire at the bottom of the
screen.
Bridge
Styles
Changes the appearance of
bridges, such as the Hell
style in Worms had bones
replacing the standard style
bridge.
Interactive
Backgrounds
The background scenery would
now be animated, and react
to weapon explosions. For
example, on the Pirate style
terrains a large pirate
ship with worms would appear
in the background.
Special
Effects
Explosion could have the
option to work as they do
on the console versions
of W:A, where light effects
replace the usual circle
explosion. Also the screen
can move in reaction to
weapon explosions if the
option is turned on.
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