Post by Willow on Sept 21, 2010 6:35:14 GMT -5
I think it's pretty clear Otto. If you're going to do this it has to be done right, and it's good you're asking because it's kinda tricky.
The best way to do this is to ensure your tank has about a 3' square top hatch opening. You could go smaller but you probably don't want to chance it, with the trade-winds and all. Honestly 4' square works best.
Now, line your tank up under a tree or a building, whatever your friendly-players are perched on (they have to be up higher than the tank, climbing a tree isn't so bad). Now they just hop in.
Actually in all seriousness here's how the rule works:
No live player on either side may approach a moving/mobile tank any closer than 20'. It's up to everyone involved, including the tank personnel inside as well as the tank walker outside, to remind them of this.
When a tank is no longer mobile: A grenade has hit it and is immobile for 5 minutes, or it has "parked" itself, only then may friendly players (and ONLY friendly players) approach the tank, or depart from the tank.
"Parking" is defined as: If it's gas, shutting off the motor...if it's electric, cutting the electrical...(you get the idea here)...and last but never least, setting the parking brake (there should be some "parking brake" mechanism regardless of the tank-type-build).
If a "parking brake" isn't available, some method of "chocking" the wheel (the tank walker can do this I believe).
If it's a PUG, "parking" usually means comes to a complete stop and if leg-clearance allows, I think they want you to sit or kneel or something.
I think I covered that correctly.
The best way to do this is to ensure your tank has about a 3' square top hatch opening. You could go smaller but you probably don't want to chance it, with the trade-winds and all. Honestly 4' square works best.
Now, line your tank up under a tree or a building, whatever your friendly-players are perched on (they have to be up higher than the tank, climbing a tree isn't so bad). Now they just hop in.
Actually in all seriousness here's how the rule works:
No live player on either side may approach a moving/mobile tank any closer than 20'. It's up to everyone involved, including the tank personnel inside as well as the tank walker outside, to remind them of this.
When a tank is no longer mobile: A grenade has hit it and is immobile for 5 minutes, or it has "parked" itself, only then may friendly players (and ONLY friendly players) approach the tank, or depart from the tank.
"Parking" is defined as: If it's gas, shutting off the motor...if it's electric, cutting the electrical...(you get the idea here)...and last but never least, setting the parking brake (there should be some "parking brake" mechanism regardless of the tank-type-build).
If a "parking brake" isn't available, some method of "chocking" the wheel (the tank walker can do this I believe).
If it's a PUG, "parking" usually means comes to a complete stop and if leg-clearance allows, I think they want you to sit or kneel or something.
I think I covered that correctly.