[Last Update:
25th April, 2007.]
[Created by
Francis Greenaway and
Matt Rivett.]
Things needed for this: Sheets of paper to record the vehicles and damage taken and markers to record dropped weapons.
A ruler measured in inches is also going to be needed to record weapon ranges.
Combat Racing is all about the thrills and spills of autombile racing, just with the addition of weapons fire. It is important to remember this - whoever passes the chequered flag first still wins regardless of the bodycount, but if there is no opposition it just makes life a little easier!
Thus before any game begins - indeed before car construction has taken place - it is important for a few basic racing rules to be laid out.
At the start of the race when cars are just building up their speed, there is a no combat zone which begins from the starting area and proceeds to about 26 squares in (maximum distance for 4th gear). This is designed to get the cars going, spread them out a bit and ensure that the race doesn't end before its really begun.
In this zone, no combat of any sort is allowed to take place, nor is a car that has left it allowed to shoot at a car still in it.
[When measuring this area, use the outer track of a corner. The point should never be in a corner but about five squares after (or in the middle of two).]
This zone lasts for the first lap only, and on subsquent laps this zone no longer exists.
It should be decided before the race wherever to allow dropped weapons or not. They can change the course of a game completely, and a car with three linked minedroppers can be a fearsome opponent indeed. If these weapons are allowed, then cars generally have a much greater handling stat.
Due to the nature of Combat Racing, many more cars do not finish the race with many more hazards present on the track. Thus to win, a car has to cross the finish line. If all other cars have been elminated, then the survivor still has to finish the current lap, or else the race is tied.
Cars can have many differant types of accessory and weapons, and when these cars are lining up for the start of a race, that is usually the time when other players see what they will be facing.
To account for this, a player must specify if their car has a ramplate, a turret and the location of any weapon ports. They need never tell the amount or type of weapons and accessories that the car carries.