"we are talking about making a whole new game from what we have now."
No not really. What I remember doing in previous battles is risking all to find a good position then waiting for my foe to show a little side, then shooting off as many hits into the side as possible in the very limited time available, before someone reaches a position to colour my side. When using rc equipment to pull a 12v actuator there was a delay as the actuator needed time to be pulled back by the spring on the marker trigger. Using this setup I would estimate 1 shot every two seconds, that wasnt so bad. Along with the "not knowing what is going on in your turret" factor this created some considerable tense/exciting moments that any battler will be familiar with. IMO This is what makes the game so good. your shot at this point needs to count because anybody who has been there and wants to win knows you only get so many golden moments per game. Although driving a ride in tank is great fun and seeing (and hearing) incoming fire wizzing past your ears, (and hearing (and feeling) hits on the front of the tank), knowing I can kill a 40/4 tank in less than two seconds takes the urgency out of those priceless moments. I intend (or try at least) to develop a mechanical timer that only allows the trigger to be pulled every so many seconds , I dont know how quickly a tank crew can reload but I`ll bet 5 seconds will seem like a very long time when you need another shot. Maybe even do away with T078`s very well working hopper, so an actual manual reload is required. Ok . i think I`ve answered my own question as Ive been typing it :) Neil " all in a days work " R -- You are currently subscribed to the "R/C Tank Combat" group. To post a message, send email to [email protected] To unsubscribe, send email to [email protected] Visit the group at http://groups.google.com/group/rctankcombat
