Players will spend more time planning, moving, and aiming, and less time firing. Limit all the weapons in this way, and it becomes clear that RTW need not be as chaotic as one might think. Instead, that player is going to spend more time planning his moves, and carefully aiming to make sure he gets the most out of his limited supply. A player is not going to unleash wave after wave of bazooka shells in random directions knowing he only has half a dozen left - that would be a waste of his firepower, and put him at a disadvantage. With unlimited bazookas, you could fire away continuously until there was nothing left to fire at.īut a RTW game can avoid this outcome with a good set of restrictions and limitations. Sure enough, if you took a random scheme from Worms Armageddon and put it into a Real Time situation, it would be chaos. Problems and solutions for Real Time Worms (RTW) Real Time Worms would be chaotic
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1.5 Offline multiplayer would be impossible.1.4 Airstrikes would be too easy to use - it would just be "Click 'n' Kill".1.3 How would health be managed? It would be too annoying if you had to wait for it to be deducted every time you got shot.
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1.2 What if a player kept shooting you, and you couldn't get up to fire back?.1 Problems and solutions for Real Time Worms (RTW).