What upgrade types do worms normally buy?
If accessories are just literally accessories and serve no purpose other than looks.
>Purchase Storm Grenades
Get Increased Hydraulic Torque. We'll now have 745 units left.
See what accessories we can get for 245 units, so we can still have some spare left over for things other than our automoton.
If accessories do stuff:
>Accessories list please!
The Worm class usually purchases weapons and movement upgrades.
Accessories at this level:
Radar Dampener: Confuses triangulation of the Automaton when not in line-of-sight, if enemy is using a Radar.
Radar: Increases ability to locate an enemy when out of line-of-sight.
Radar drones: Releases drones that emit false data signals, to confuse enemies using Radar. Takes up a Medium weapons slot.
Flares: Confuses and disorients targeting when in line-of-sight. Takes up a Small weapons slot.
Flare Compensation Array: Enables the Automaton to effectively render Flares useless.
Low-Altitude Airborne Targeting System: Launches a hovering camera system that shows the battlefield from above. Takes up a Small weapons slot.
Mirror Scatterer: Launches a field of highly-reflective objects over the battlefield, confuses airborne cameras. Takes up a Small weapons slot.
Extra cameras: Additional cameras, for placement on any surface.
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Get your worm a HAT
Why do they insist on grouping prices and descriptions in separate sections...?
Radar Dampener: 485 units
Radar: 765 units
Radar drones: 1325 units
Flares: 735 units
Flare Compensation Array: 645 units
Low-Altitude Airborne Targeting System: 1265 units
Mirror Scatterer: 965 units
Extra cameras: 245 units
The Heavy Aggregation Teleporter is far too advanced for your level!
>Get Radar Dampener and Extra Cameras, it'll leave us with only 15 units, but hopefully we can get some more money soon.
Do we need to put it on a slot...?
>Put it under the head.
Wait, where so we already have cameras at?
And good job picking the dampener, we don't want to be found underground.
>I think we're done here.
Anyone want to make last minute changes?
Lets allocate the programming first.
programming.
teh meda pedas=
000
teh sig quotes:
You open Programming.
Programming is based off the Intelligence Cores that you have equipped, and is essentially a tactics screen.
It's sections are:
Aggressiveness vs Caution:
Accuracy vs Multi Weapon Usage:
Maneuvering vs Speed:
Long Range vs Short Range:
Evasiveness vs Bravery:
Underground vs Aboveground:
Strategy vs Improvisation:
Hit-and-Run vs Continued Assault:
Ammo Conservation vs Rate of Fire:
Energy Conservation vs Performance:
The Programming is done by setting a value between 0 and 10, 0 being the highest for the left attribute, 10 for the right.
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7
3
4
6
2
7
6
4
5
5
I tried to choose more middle numbers, as I'm not sure what tactics are more useful.
Aggressiveness vs Caution: 8
Accuracy vs Multi Weapon Usage: 2
Maneuvering vs Speed: 3
Long Range vs Short Range: 0
Evasiveness vs Bravery: 0
Underground vs Aboveground: 2
Strategy vs Improvisation: 5
Hit-and-Run vs Continued Assault: 4
Ammo Conservation vs Rate of Fire: 3
Energy Conservation vs Performance: 5
Since we only have a basic defense, we should err on the defensive side.
High caution is good.
we should be willing to take moderated risks, and get in close to make accurate attacks, especially if we want to hit and run.
no plan ever survives impact with the enemy, so I would lean towards improv.
With the ability to drill and tunnel hit-and-run is a solid strategy.
The load out's energy useage (I can't remember it... oops ) should inform how carful we are about ammo and energy.
do with those thoughts what you will.
I have a tendency to lurk in the MSPFA subform. If your reading this, needless to say, Awesome adventure Ive been enjoying it.
Aggressiveness vs Caution: 8
Accuracy vs Multi Weapon Usage: 2
Maneuvering vs Speed: 4
Long Range vs Short Range: 4
Evasiveness vs Bravery: 0
Underground vs Aboveground: 3
Strategy vs Improvisation: 5
Hit-and-Run vs Continued Assault: 3
Ammo Conservation vs Rate of Fire: 3
Energy Conservation vs Performance: 5
Copied from Fengar, with numbers changed very slightly.
Aggressiveness vs Caution: 5
Accuracy vs Multi Weapon Usage: 2
Maneuvering vs Speed: 6
Long Range vs Short Range: 5
Evasiveness vs Bravery: 1
Underground vs Aboveground: 3
Strategy vs Improvisation: 8
Hit-and-Run vs Continued Assault: 3
Ammo Conservation vs Rate of Fire: 2
Energy Conservation vs Performance: 5
>
You set it to:
Aggressiveness vs Caution: 7
Accuracy vs Multi Weapon Usage: 2
Maneuvering vs Speed: 4
Long Range vs Short Range: 4
Evasiveness vs Bravery: 1
Underground vs Aboveground: 4
Strategy vs Improvisation: 6
Hit-and-Run vs Continued Assault: 4
Ammo Conservation vs Rate of Fire: 3
Energy Conservation vs Performance: 5
All done?
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