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The Little Man - Social Realism Now!!!!

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hue...@vms1.bham.ac.uk

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Sep 24, 1993, 9:03:45 AM9/24/93
to
hirisej@vuctrvax suggests changes to the little man. Good. WHile at it,
here are a few more changes that could either revolutionise Bolo (or
possibly make it hilariously unplayable.

On joining a game, there could be the option of having either a Bolotank
or an armoured personnel carrier (APC). An APC contains 4 little men
who can do all the sweet little things that they do and get killed the
same way as they do. An APC has no gun and shields of 2. Might have
more realistic alliances this way. Think of it, walling in bases faster,
laying mines faster. building fortresses faster with the trade-off of one
less tank.

On the contrary, life is too kind to the little man and realism in the
battlefield will require the following. It should be possible to build
a pub/bar. A little man running across a bar on his little errand will
remain there for the next hour and then emerge after which he will
not run straight, build items close to but not at the right location,
and build the wrong item. Too harsh? OK then, you can have alternatively
a house of ill-repute, at which he stops only 10 mins. but dies 30 mins
later from a nasty rash. This could really change warfare on urban maps
and add social realism. WHy, we might have to introduce MPs to deal with
them, detox clinics to straighten out the alcoholics, a massive research
program to research into nasty rashes, research institutes to do the
work in and the business gets so expensive than we simply cannot afford
another Bolo battle.....


Eric J. Hiris

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Sep 24, 1993, 9:29:19 AM9/24/93
to
In article <1993Sep24...@vms1.bham.ac.uk>, hue...@vms1.bham.ac.uk
wrote:

> hirisej@vuctrvax suggests changes to the little man. Good. WHile at it,
> here are a few more changes that could either revolutionise Bolo (or
> possibly make it hilariously unplayable.
>

<snip>

Great ideas! Now this is the wonderful sort of ideas we need to be
discussing. :)

--
Eric J. Hiris aka Butthead

Carl R. Osterwald

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Sep 27, 1993, 12:04:15 PM9/27/93
to
In article <1993Sep26....@news.vanderbilt.edu> , writes:
>Freedom for little men everywhere! (By the way, shouldn't it be "size
>disadvantaged persons"?)

This is a crisis that must be fixed NOW. Also, why are they green?? ARE THEY
RELATED TO ORSON WELLS?? ALIENS INVADE BOLO MAP!! VID AT TEN!! (sorry, just
checked my caps lock function)

>-staemboatcaptainman
>
>Who erased my signature file?

I 'fess, it was me.

THE GREAT KOZ

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Sep 30, 1993, 10:37:50 AM9/30/93
to
In article <1993Sep26....@news.vanderbilt.edu>, () writes:
>
> Freedom for little men everywhere! (By the way, shouldn't it be "size
> disadvantaged persons"?)

Nah its the "Vertically Challenged"

> -staemboatcaptainman
>
> Who erased my signature file?


KOZ

John Gabriel

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Oct 5, 1993, 9:01:25 PM10/5/93
to
In article <1993Sep24...@vms1.bham.ac.uk>, hue...@vms1.bham.ac.uk writes:
|> hirisej@vuctrvax suggests changes to the little man. Good. WHile at it,
|> here are a few more changes that could either revolutionise Bolo (or
|> possibly make it hilariously unplayable.
|>
|> On joining a game, there could be the option of having either a Bolotank
|> or an armoured personnel carrier (APC). An APC contains 4 little men
|> who can do all the sweet little things that they do and get killed the
|> same way as they do. An APC has no gun and shields of 2. Might have
|> more realistic alliances this way. Think of it, walling in bases faster,
|> laying mines faster. building fortresses faster with the trade-off of one
|> less tank.
|>
I know this was meant as a joke, but I like it (minus the brothel/bar). It might
be better to have two men for every tank that you can use. If you use the
2nd man, you can't operate your tank (de/accellerate, turn, shoot or mine).
--

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\_ \_ \_ \_ \_ \_ \_ | University of Minnesota |
\_\_\_ \_\_ \_\_ \_\_\_ \_\_ \_ | 612-457-3551 |
\_ \_ \_ \_ \_ \_ \_ \_ | Lead Consultant EE/CSci 3-166 |
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Russell Mast

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Oct 6, 1993, 10:19:16 AM10/6/93
to
In article <CEGAy...@news.cis.umn.edu>, ga...@trout.micro.umn.edu (John
Gabriel) wrote:

> I know this was meant as a joke, but I like it (minus the brothel/bar). It might
> be better to have two men for every tank that you can use. If you use the
> 2nd man, you can't operate your tank (de/accellerate, turn, shoot or mine).

I like brothels and bars, even in games.

Furthermore, this idea of having your "tank driver" able to leave the tank
has been discussed before. All it would do in terms of game play is make
killing an enemy's man almost meaningless. The man's fragility adds a
dimension to the game that I think contributes a lot to its playability.

If we're going to have drivers come out of tanks, we should have men come
out of pillboxes, too. Yeah, and they could come out and fix it when it's
under attack. (Unless, of course, it was under attack by a flaming
chicken.)

-sbcm

G. Galcik

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Oct 6, 1993, 2:02:50 PM10/6/93
to
In alt.netgames.bolo, ga...@trout.micro.umn.edu (John Gabriel) writes:
>be better to have two men for every tank that you can use. If you use the
>2nd man, you can't operate your tank (de/accellerate, turn, shoot or mine).

Hey! Now THIS would be a neat idea. Like, your first man goes out, and then if
you need something else done, your tank driver goes out. Obviously you can't
control at this point. If one gets killed and the other makes it, he
automentically assumes tank driving responsibility. If both get killed, you're
stuck.

Couple problems I could see, though, like hwat to do when both your guys die
and your tank gets killed (because you wouldn't be able to move anywhere to
retrieve your first guy). Maybe have a new guy come with a new tank, which
would reward killing yourself, but then you wouldn't be able to do that at that
point anyway. An ally could kill you, but that'd be a lot of hassle, still.
Would also make it easy for someone to wall you in while you don't have either
guy.

Hm. Any possibilities to this, you think?

------------------------------ --- ------------------------------------
Greg Galcik | gal...@sinbad.navsses.navy.mil
An Equal Opportunity Annoyer. | tmbg - mst3k - zweblo (with umlaut)
-----------My Extremely Tiny FTP Server: spider.navsses.navy.mil-----------

Jamal A Hannah

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Oct 14, 1993, 11:47:04 AM10/14/93
to
In article <CEGAy...@news.cis.umn.edu>,

John Gabriel <ga...@trout.micro.umn.edu> wrote:
>In article <1993Sep24...@vms1.bham.ac.uk>, hue...@vms1.bham.ac.uk writes:
>|> hirisej@vuctrvax suggests changes to the little man. Good. WHile at it,
>|> here are a few more changes that could either revolutionise Bolo (or
>|> possibly make it hilariously unplayable.
>|>
>|> On joining a game, there could be the option of having either a Bolotank
>|> or an armoured personnel carrier (APC). An APC contains 4 little men
>|> who can do all the sweet little things that they do and get killed the
>|> same way as they do. An APC has no gun and shields of 2. Might have
>|> more realistic alliances this way. Think of it, walling in bases faster,
>|> laying mines faster. building fortresses faster with the trade-off of one
>|> less tank.
>|>
>I know this was meant as a joke, but I like it (minus the brothel/bar). It might
>be better to have two men for every tank that you can use. If you use the
>2nd man, you can't operate your tank (de/accellerate, turn, shoot or mine).


I think what you want is a version of "GED" from Steve Jackson Games
(an extension to the game "Ogre", with a Bolo-style interface.. along
with the sull implmentations of the little men with armor running
around (I forget what that one was called.. had a dead guy in an armor
suit on the cover of the box, with some flames coming out of the side of the
armor and some bones visible..)

- Polarwolf @ Bolo
--
+-----------------------------------+
| j...@world.std.com |
\ "Jah, mon." /
+--------------------------------+

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