06-29-2012, 03:29 AM | #21 | |
Join Date: May 2010
Location: Alsea, OR
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Re: The Cost to run Amateur Night...
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And with 2-3 minutes at $3K per minute... it could mean adding an extra duel for every 2-4 duels, depending upon prestige of the arena, and the potential amateurs. (Now, the theater makes bank on 15-20 minutes of 50% advert 50% trivia per screen per show... and almost no staff time involved. (30 to 40)x$50=$1500 to $2000 per screen per week. About as much as an extra showing of a hot movie brings in.) Last edited by ak_aramis; 06-29-2012 at 03:32 AM. |
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06-29-2012, 01:18 PM | #22 | |
Join Date: May 2012
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Re: The Cost to run Amateur Night...
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But as for "cheaper" you've forgotten to take something into account. Unlike the local go-kart track, or fun center owner, our hypothetical arena manager has a regular supply of losers (dead men's) vehicles, and cheap-to-free salvage generated by every race or match. It would just seem criminal not to use it, especially when the alternative is having a custom fleet of dueling cars manufactured and shipped. P.S. I do think most Car Wars vehicles would already use pretty "standard" parts in their construction, at least most can be interchanged between models, even those made by different companies (this is both to rationalize the design system, and because I like running and playing in salvage-driven road games.) Last edited by Angrytubist; 06-29-2012 at 01:22 PM. |
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06-29-2012, 02:28 PM | #23 |
Banned
Join Date: May 2012
Location: LA, CA, USA
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Re: The Cost to run Amateur Night...
The house can do both.
They can (and should) have a small fleet of AADA "spec" cars that the participant pays a somewhat higher fee to use. Winner gets a straight cash payoff based on the amount of competition in the arena (like a carny racing "game"); deduct repair costs from survivors; no salvage. This is the true entry point into duelling, and can put on a decent little show. Win a 2 of these, and you can buy an used spec car at auction. Win 1 more, you can repair it to "like new" condition. If you have little, and are willing to take the risk, then you can save up the entry fee, and try to grab the brass ring. Look at Amateur MMA / Toughman bouts for comparison. |
06-29-2012, 04:00 PM | #24 |
Join Date: May 2012
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Re: The Cost to run Amateur Night...
I like the idea of both being common. You pay an entry fee to get into an AADA sanctioned "amateur match" but the local arena also puts on "redneck rumble" a no-entry-fee unsanctioned "exhibition" amateur events. (or hillbilly havok, or salvage slaughter. naming these things is fun.)
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06-29-2012, 05:08 PM | #25 | |
Join Date: May 2010
Location: Alsea, OR
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Re: The Cost to run Amateur Night...
Quote:
I'd expect any major arena (pop of 100K+, seats of 15K+) to have at least 2, probably 3 models in their AN pool... Simply so that they can have different types of duel. I'd also expect sanctioned AN's to be 1. no dropped damage causers (mines, spikes) 2. no lasers (reducing fire risk so as to reduce replacement costs) 3. no flamers (again, fire risk) 4. no ramplates (confetti risk reduction) 5. no high-angle weapons - mortars etc - (protect the crowd) Basically, much as it may seem lame to play, the arena wants duels to last as long as possible without seeming intentionally slowed. one shot every second is plenty for the crowd... the Arena also wants to make it so that there are engagements at each "region" of the arena so the crowds behind the armorplas |
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06-29-2012, 05:18 PM | #26 |
Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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Re: The Cost to run Amateur Night...
There could be something like "mini-missions" in the arena as well. For instance, before a car can win, it must reach four checkpoints, in order, and shoot a target at each one. That gives the cars something to do besides just drive around and shoot each other, and can make the duels last longer, and can give the drivers more tactical options. Perhaps a vehicle's weapons don't activate until it reaches its first checkpoint.
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