Shane Adams
Difficulty levels, consisting of real-world situations:
Beginner: Unlimited funding/time
Novice: Unlimited funding/limited time frame
Advanced: Limited funding/time frame
Veteran: $3000/60 days for the entire YEAR
Expert: $1000/10 days for the entire YEAR
The idea is that the less time/money you have to work with, the better your forecasts and chases have to be; you'd better make everyone count when you've got 20% of the resources as many other chasers. This would force players to use more scrutiny when deciding whether to chase or stay home on a given day, depending on the situation.
Basically, if you suck, you need all the chase days you can get. If you're a badass, you can be thrown a handful of opportunities and come home with lots of trophies :wink:
Also, the game must contain a ton of memory because several different scenarios have to be a part of the program; there must be a virtually endless conbination of scenarios that can play out wx-wise to prevent players from "mastering the game" and essentially "beating" it. It must be realistic in the sense that, even the most experienced, most successful chasers still bust some days and don't know why.
A 3000 CAPE with a breakable cap in good supercell winds and ideal surface conditions cannot yield the same wx everytime, and so on.
Beginner: Unlimited funding/time
Novice: Unlimited funding/limited time frame
Advanced: Limited funding/time frame
Veteran: $3000/60 days for the entire YEAR
Expert: $1000/10 days for the entire YEAR
The idea is that the less time/money you have to work with, the better your forecasts and chases have to be; you'd better make everyone count when you've got 20% of the resources as many other chasers. This would force players to use more scrutiny when deciding whether to chase or stay home on a given day, depending on the situation.
Basically, if you suck, you need all the chase days you can get. If you're a badass, you can be thrown a handful of opportunities and come home with lots of trophies :wink:
Also, the game must contain a ton of memory because several different scenarios have to be a part of the program; there must be a virtually endless conbination of scenarios that can play out wx-wise to prevent players from "mastering the game" and essentially "beating" it. It must be realistic in the sense that, even the most experienced, most successful chasers still bust some days and don't know why.
A 3000 CAPE with a breakable cap in good supercell winds and ideal surface conditions cannot yield the same wx everytime, and so on.