Just keep in mind that kids like simple things. Also, if you make it so
that more skilled kids get more advantages, then lesser skilled kids may
simply give up and not want to participate.
With all assets worth the same points and all hits regarded equally, the
skilled players will have an advantage only from their skills, which is
more than enough.
Your previous concept of giving out "titles" or "ranks" based on the
amount of work done is spot on ... rewarding people with a higher title
for working hard. But, there's no reason to tie that into the actual
game playing. That way, everyone can have fun, both newbie and
veterans, but people can be rewarded for their devotion.
On 12/23/2013 2:35 PM, neroc1 wrote:
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
defenselessSV 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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