This is a question to anyone who wishes to participate in an answer. 

In my school enrichment Im looking at a different scoring system altogether 
than here at rctc . I plan to give each asset a numerical rating. this 
rating will be based on the ability of the asset. It doesn't matter what 
kind of asset , the determining factors will be the same throughout (any 
non applicable factors will award zero).  as follows-

1,            Number of shots carried
2,            Speed in MPH                             X2 (or 3) 
3,            Driving ability/ease                            1-10
4,            Traverse and elevate ability/ease    1-10
5,            Gun accuracy/use                              1-10 

(where 1= very poor  and  10= very high . 
Im not 100% on "Gun accuracy/use" at this point but NERF firing isnt as 
easy as paintball.)

A short test preformed on each asset pre battle will award the score rating.
I expect an average tank will carry a kill score of around 20-40 points 
*IM*O this will make a fair game for players who are awarded the least 
powerful asset. it also simplifies the rules as a hit on a slow defenseless SV 
for instance will be less of a prize than a faster and more powerful, go 
anywhere turreted tank with multiple shots. 

I plan for 1 hit =1 kill and anywhere on the asset is a hit. 
Make a hit on an asset and you will be awarded the rated points of that 
destroyed asset to your crews score (divided by number of operators , 1or2 
). 
A killed asset re joins the game after a visit to Home base. 
An asset is built in 1:6th with no (NERF) ammo limit. 

Does anyone have an opinion + or - on these rules ?
I ask the forum because I know there will be good and considered input.

Thanks 
Neil









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