Thanks for the input.

The rewards for having a higher rank (apart form the title its self) is 
that the two highest ranking kids command not only the asset they are 
involved in driving but  their "army" ( side/team ), Im planning on 
developing leadership and communication skills in this venture (although I 
think it`ll all just go out the window as the fun kicks in) It doesnt give 
anyone an "advantage" it does add a little responsibility , they also get 
the right to choose which asset they want to command, and they get first 
go. in the tastier battle this meant that the highest ranking student had 
two goes of ten minute skirmish`s, if more students had been there he 
wouldn't have had this opportunity, if less students turn up they get more 
goes each, I`ll just have to fudge it so that everyone gets a go, (Id like 
a go myself). This is why I have two people controlling one tank. with 2 
tanks I can have two little battles the involve 8 kids.(you wouldnt believe 
the noise levels) .

The way Im planning on running it, points wise ,I think that a skilled 
player can only gain an advantage from his/her skills ( and a little luck 
maybe ) because (points wise) the benefit of a powerful asset should cancel 
out regarding its high kill score compared to it being less likely to take 
a hit.
In rctc a player has an advantage if they bring/borrow/use a high 
preforming asset but for adults this is the incentive to build a better 
tank.
please inform me if you (anyone) thinks I have this wrong.

Im dreaming up activities/scenarios that assets can be employed to preform 
, like raise the flag, ( maybe Ill copy "save Princess Sueie" if its not 
copyright ) 

Neil



On Monday, December 23, 2013 12:20:04 PM UTC-8, Frank Pittelli wrote:
>
> 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. 
>

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