Return of the Winbolo Wish List Thread

Feb 02, 2005 05:41
The usual bad response to major changes in the game isn't because it gives an "unfair advantage" (not to mention that if everyone has it it's not much of an advantage) or anything like that, it's about preserving the natural balance the game has.

I know you were joking about the nukes (now I do, anyway) but I'm going to use those as an example. Even if you had to get 4,000 trees to build one, give up half of all resources, yadda yadda, the game wouldn't have the same basic charm as it does. It's like adding grenade launchers into a knife fight. There's less skill and strength required then, it's all about pulling the trigger at the right time.

Not to say that your "smart pillbox" idea is a bad one, however.

Onto impassible areas: That's one thing I'd really like to have. The closest thing we have to that are large areas of walls or deep water, neither of which are truly impossible to break through, but both are inconvienient to have on the map itself. There's no place to have big areas of wall on the map itself and deep water can be a pain if it's in your way.

I'd like to have two types of impassible terrain: the type you can shoot over and the type you can't.
Feb 02, 2005 07:42
good idea. i think it would add some serious gamplay to maps, for example, splitting up sides for two or more bases, making a maze map so you cant "cheat" and go through the wall.. etc.

People would not have to be able to build the indestructable stuff, or else that definitely would raise problems about bases being unusable..
Last edited: Feb 02, 2005 07:45 (edited 1 time)
Feb 02, 2005 07:43
is there a reason why you always spawn in the ocean? And why do the level ALWAYS have to be islands? maybe they dont but ive never run across one that wasnt.
Feb 02, 2005 15:11
I don't really know why you always spawn in deep water... you don't have to with the cartographer map maker, it has a bug that lets you build starts on land... But you can get walled in... :? Hmmm... That might be the reason... And yes, pretty much all the maps are islands, because.... um, er... dunno... cause they are... :P
Feb 02, 2005 16:00
Yeah, it must be because you can be boxed in. there should be a solution to this though.



Does repairing a pillbox cost the same no matter how hurt it is? It should cost more to repair if its more damaged. Or mayb the LGM should have to make two trips to repair the pillbox if its really damaged, each trip costing materials. Not really a big difference, but it just seems unfair to be able to repair a completely pillbox with one trip. Just a personal opinion.


I really think as you all have mentioned in this thread and others, that bolo shold be open to the public for changing. The it could spawn two games, one that is as near as the orginal as possible, and one that gorws and changes, and gets more complex. Each has its place in my opinion, and i think it would keep the community strong/stronger.

As someone mentioned, bolo is beautiful because of its simplicity, which is quite true. But the implementation of some of the ideas people have mentioned would be great also.
Feb 02, 2005 17:04
I always thought it would be funny to have a pixellated wolf that would attack Mr LGM. :0

Another thing, the interface and size of the screen.



It would be nice if the main screen was larger. And some of the other things should be smaller. The buttons to the left, all of the commands for the builder, do not need to be so big.

The box to the left that has shows the status of all of the pillboxes should have a health meter for each of your pillboxes, so you are warned that your pillbox is damaged. Since you can see what the pillboxes see anyways, the pillboxes could be a button (within the box) so if you click on it you would see the view of that pillbox.

You can pack more information into a smaller area then what those controls use. they are fine now, but could be more user friendly in my opinion.

Also, the words at the bottom, the alerts.. there should be a scroll bar so you can read what people said earlier, because if someone writes something long, or some stupid alert gets in the way, then you cant read it. :(


once again i should stress first of all obviously these probably wont ever be implemented, and even if they were, you could always play the "classic" version, or currently the current version.
Feb 02, 2005 21:27
You always spawn in deep water because deep water cannot be modified. If a spawn were set on regular water (or anything else), it could be paved over and a block set upon it. A player could end the game by simply making all of the respawn points invalid. Bolo/Winbolo don't seem to like dealing with tanks and blocks occupying the same area, so you could cause more bugs without adding anything to gameplay by changing this.

MacBolo lgms repair pillboxes differently than the ones in Winbolo. Once the lgm leaves the tank, he will only repair the pillbox to that fixed amount. Any increase in damage that occurs after he's sent will not be repaired. Winbolo lgms will repair a pillbox to full, regardless of additional damage.
Feb 02, 2005 23:34
Hard8 wrote:
You always spawn in deep water because deep water cannot be modified. If a spawn were set on regular water (or anything else), it could be paved over and a block set upon it. A player could end the game by simply making all of the respawn points invalid. Bolo/Winbolo don't seem to like dealing with tanks and blocks occupying the same area, so you could cause more bugs without adding anything to gameplay by changing this.

MacBolo lgms repair pillboxes differently than the ones in Winbolo. Once the lgm leaves the tank, he will only repair the pillbox to that fixed amount. Any increase in damage that occurs after he's sent will not be repaired. Winbolo lgms will repair a pillbox to full, regardless of additional damage.


Bolo Cartographer puts spawns on land easily, no bugs.
Feb 03, 2005 01:14
Key word there is "walls", Q. Not just land.

As a map-maker I'd like to be able to use land starts. The solution to getting yourself walled in would to have "static" land pieces. These could not be altered in any way, just like the sea.
Feb 05, 2005 00:03
Nova wrote:
Key word there is "walls", Q. Not just land.

As a map-maker I'd like to be able to use land starts. The solution to getting yourself walled in would to have "static" land pieces. These could not be altered in any way, just like the sea.


Oh, whoops.

I think we could kill two birds with one stone by having a certain option of making select pieces of grass, road, blocks, mines, ect. Insurpassable (sp?). This would help with making mazes and at the same time stop dumbass carpet mining in opens.
Feb 05, 2005 01:07
Just impassible, Q. I'd like to have these pieces distinct from the other pieces, so just throwing in a regular piece of land as impassible doesn't really do it for me.
Feb 05, 2005 04:52
A SEND MESSAGE BUILT INTO THE MAIN SCREEN! and the scroll in the message bar would be alright. That would make typing and sending messages so much easier... and maybe a bot that would avoid shots when typing. Something so communication isn't such a penalty. that little box gets annoying, too
Feb 05, 2005 05:47
Jason#8 wrote:
A SEND MESSAGE BUILT INTO THE MAIN SCREEN! and the scroll in the message bar would be alright. That would make typing and sending messages so much easier... and maybe a bot that would avoid shots when typing. Something so communication isn't such a penalty. that little box gets annoying, too


Very true, communicating is a real hassle that wastes alot of time and leaves you very vulnerable.
Feb 05, 2005 14:44
Nova wrote:
Just impassible, Q. I'd like to have these pieces distinct from the other pieces, so just throwing in a regular piece of land as impassible doesn't really do it for me.


Perhaps any invincible blocks could have a small symbol on them denoting their difference? Like a red x through them or soemthing? I dunno...
Feb 05, 2005 18:02
YAH INVINCIBLE BLOCKS!!!

what a great idea!

once i get 1 pill and 1 base, i will build an unbreakable, invincible barrier around my base 10 spaces away from my base and my pill.. and no one will ever get inside! and no pill will ever hit me!

this would be such a great idea.. i could see the possibilities that would arise when using this tactic in strict matches!



the only POSSIBLE way i could see this being, in any way, usefull would be like have the option to use cheats in winbolo. not cheats as in hacks.. but prior to making a game, have the option of adding invincible walls.

Kind of like BOND on nintendo 64. where you can acitive different cheats before you start the game.. such as paintball mode, turbo, etc.
Feb 05, 2005 18:07
an idea i was thinking of.. which really doesnt do shit.. but maybe add alittle excitement in the game, would be adding a (randon poping anywhere on the land of the map) turbo thingamajig.

whereas the person who it spawns near, or the first person for the matter who drives over it gets turbo, and double shooting for 30 seconds, or something..

then, every 5-10 minutes later depending on what spawn ratio is decided, it randomly spawns on the map again.. somewhere.. not in the same spot as people would just build their base around the spawn point, and get it every time.

this again is just another idea,, but all futher NON BOLO like additions should have the option of using or not. like selecting whether or not to use hidden mines, or whether to use the option of giving AI the advantage.
Feb 06, 2005 05:31
dz wrote:
YAH INVINCIBLE BLOCKS!!!

what a great idea!

once i get 1 pill and 1 base, i will build an unbreakable, invincible barrier around my base 10 spaces away from my base and my pill.. and no one will ever get inside! and no pill will ever hit me!

this would be such a great idea.. i could see the possibilities that would arise when using this tactic in strict matches!

the only POSSIBLE way i could see this being, in any way, usefull would be like have the option to use cheats in winbolo. not cheats as in hacks.. but prior to making a game, have the option of adding invincible walls.

Kind of like BOND on nintendo 64. where you can acitive different cheats before you start the game.. such as paintball mode, turbo, etc.


I stated I wanted it mainly for map editting before hand. But since theres only one POSSIBLE way, as you said, nevermind.
Feb 06, 2005 05:34
I like the turbo thing, sounds cool, it made me thing of something.

This doesnt go with bolo as it is but its work fine. Everytime you shoot a enemy tank and maybe pillbox, you gain 10 percent health. It doesnt do much either
Feb 06, 2005 17:21
maybe not just shoot an enemy tank or pillbox.. maybe once u kill them.

sounds like a decent idea
Feb 07, 2005 06:42
dz wrote:
maybe not just shoot an enemy tank or pillbox.. maybe once u kill them.

sounds like a decent idea


oops, thats what I meant to say. Or it could be a number of things, either you gain some health, or get turbo, or your wepon does more damage./shoot faster..
Feb 07, 2005 09:19
Hahaha, a fully crazy idea : a JUMP key to jump 2 or 3 squares forward over water, deep sea, craters, ruins, (not walls) or on other tanks to kill them like Mario Bros ! Hahaha !!! :D 8)

And another ! Teach swiming to this poor lgm and then, he will be able to return to land after beeing parachuted in water or deep sea, or join tank through rivers ! Hahaha ! :D 8)
Feb 07, 2005 11:40
I dont know about a jump key. Ive never seen a tank jump. :| Although the ability to place and build ramps that you could jump off.... :|
Feb 07, 2005 11:58
Do you know K2000 and his turbo boost jump ? Hehe ! :D
Feb 07, 2005 15:10
bolo is cool but one thing

i want a thing where you can "love" one tank (like become friends) so like a team yeah bolo would be cool with teams cuz 14 tanks need like teams
Feb 07, 2005 16:09
Tank porn is the strangest fetish I've ever heard of. Besides, tanks dont have sexual reproductive organs..
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