THE PEOPLE ARE TAKING ADVANTAGE OF MINES. THEY PLACE THEM ON ROADS AND OTHER PLACES TANKS DRIVE OVER LOTS
I would actually like to see
more mines in winbolo. I have some mine-related ideas for the next version, which, I'm sure you'll agree, will make winbolo a much better game:
1) The LGM should be trained as a combat engineer, able not only to lay mines as he is now, but to
stack them as well. Four or five mines on top of each other would be tremendous. The LGM should also be able to defuse mines, or remove and transplant them. He should also be able to booby-trap mines to prevent enemy LGMs from doing the same thing.
2) We need different types of mines, each with a different effect. In addition to the standard blast anti-tank mine, there should be armor-piercing mines whose main charges fire a molten copper penetrator into the undercarriage of the tank, detonating any ordnance inside. I also think the blast mines should occasionally cause mobility kills, requiring the LGM to dismount and repair the damaged track before the tank can move.
3) The tank's main gun should be able to fire a mine-dispensing canister, perhaps not at the full 8-square range. This would open up a whole new family of base-assaulting tactics, especially in open games.
4) Mines need to have a remote-detonation ability, allowing you to hit enemy tanks that are traversing the edge of a minefield.
5) Chemical mines! Once they detonate, any LGMs in the open are killed. The tank is NBC-capable, so it wouldn't be affected, but before it can send an LGM, the LGM has to don a mission-oriented protective posture suit. Not only does this take him some time to do after the "send" command, it also slows him as he moves. He also needs time after returning to the tank to decontaminate before he's ready for other run.
I think we can all agree that winbolo will totally rox once these suggestions are implemented, which I know they will be.
CF