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Modern Upgrrade
Which Pre 2005 game would you think do best as a reboot for the three robot alliance era?
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Re: Modern Upgrrade
PLAYING ON CORN!!! ON A HEXAGONAL FIELD*!!!
Other than that I think that The huge PVC goals used in '94 as a central scoring position would be fun. Maybe add some addition on to them, such as in '96 (but not the same addition) and I think we could have a pretty fun game. *yes it would be harder to accommodate at modern venues, but still, I can dream! :D edit: oops I read it wrong. I thought you asked which game piece... |
Re: Modern Upgrrade
2003, further modified to give protection to stacking. Imagine the chaos of six robots charging the ramp (with bumpers, natch) going for the bins--and how a third robot could open up a number of widget robot options (bin thievery, stacking, ramp control). Lots of potential.
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I would have to go with 2004. Might have to make the platform smaller to accommodate the two extra robots on the field but I think adding two more robots would make the hanging unbelievable.
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While I absolutely love the 2004 game the field was crowded with four robots. It would look like an LA freeway at Rush hour with six robots out there. That platform took up the whole field area.
The 2003 game suffers from the same problem with the massive field element. Nothing will ever make the 2001 or 2002 game better. I have to read up more on the games back in the "good old days ( we have some of the old game pieces laying around the shop. The floppies from 1999 make decent pillows for those long nights at the shop). Retooling the games to a more modern upgrade means changing the field to the 27 x 54 shape that things are today by the way. |
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I said stack attack purely for the awesomeness of knocking over a tower of crates.
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Please no reboots. I'm so sick of reboots. Hollywood has ruined them for me. I don't even reboot my computer anymore.
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Toroid Terror has already had a reboot. The 2007 game Rack 'n' Roll had almost all the same elements except the multiplier by capping the top. Granted the tubes back then were much heavier and the paint had a hard time sticking to the tube.
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I would say 2004. From what I've seen the robots were diverse. I think since there were so many things to do at the same time if the 2004 game was 3v3 the 3rd bot on each alliance could really help. From what I can gather there were 3 major things to do: hanging, collecting and depositing 5pt balls, capping goals. I think given a 3 robot alliance, all three roles could be done without any one robot having to do more than one task. Plus the fight for a spot on the hanging bar could be more fierce with 6 bots.
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Maybe I'm just nostalgic for my rookie year but having to fight for the end game bonus was amazing in 2003. Similar in 2004 as well where you could score the end game and block someone else at the same time. That hasn't been possible since then.
Most of the recent rules have protected the end game from direct defense and confrontation. The huge penalties for interfering with the mini bot or bridge balance for example. Watching Wildstang flip people back down the ramp at the 2003 Championship is still one of my clearest memories in FRC. (FYI, if you have never seen that robot view their award submission here.) However 2003 was plagued with a horrendous elimination round scoring system. My team won our regional only because we allowed our opponent to score enough points and that shouldn't happen. However the ramp would never work in 3v3 but I think getting back to head to head end games could be interesting. Although, that would put a bigger emphasis back on drive trains; which FRC has tried to move away from in recent years. |
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I had to vote for Stack Attack since that was our first Champs win. However, in terms of rules, I disliked some of the rules. We took our stacker off early in the season although it seemed from a strategy standpoint to be a game winner except the stacks could not be protected and that basically negated any work done by the human player. We could get 8-10 high in practice. Bomb Squad was ridiculously fast that year, about twice as fast as us.
I have stated many times that I believe games in which the human player can make a difference are some of my favorites. Toroid Terror and Ramp Riot are two of those that I think excelled at human player interactions. |
Re: Modern Upgrrade
2003 all the way. One of the easiest to adapt in the reboot, plus newer technology could make the field a lot more interesting, and could add some unique small things to the game.
Plus there's just something about robots speeding up the ramp, ramming into the bins, and see them crashing down that just makes me giddy with excitement. :D |
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Honestly, even though 2004 would be super crowded, seeing 3 robots tackle the various elements would be great to watch. It would be sort of like watching a Triathlon where all 3 events were going on at the same time. A bit crazy and unpleasant for newcomers to watch, but it would be so great to play and watch as an FRC vet. Other than that, 2003 seems pretty ideal as the next best.
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If you guys are calling for 2003, there was a game-breaker that year. It wasn't necessarily blocking the top of the ramp... Two teams figured out how to take down the wall without moving. They went head-to-head in one match. Yes, there was a winner. (Yoda, by name...) Yes, I remember which teams they were. Yes, I think I could figure out how to build such a robot under most of the current rules and restrictions...
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As I recall, 980 got to the boxes first when they went against each other. |
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234 versus 980 http://www.chiefdelphi.com/media/photos/15501 http://www.chiefdelphi.com/media/photos/15509 http://www.chiefdelphi.com/media/photos/15510 http://www.chiefdelphi.com/media/photos/15511 http://www.chiefdelphi.com/media/photos/15512 71 for reference http://www.chiefdelphi.com/media/photos/16233 |
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With all that being said, it was still a pretty cool idea and was usually very effective. |
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Agreed. Several other teams (148 included - way before I was on the team) built similar robots. -John |
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Ladder Logic please.
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And if you didn't say Pre-2005, I would have said 2005. |
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2003.
Bumpers optional. Make stacked robots on the platform worth endgame multipliers. Make 68's robot legal, just for fun. Get rid of the elimination round points system. Burn it. Nuke it. Kill it with fire. |
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But we'd have to pull it down from the Graveyard and put it back together. |
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![]() I'm not sure which was more complicated, 234's 2003 or 2004 robot with the 2 foot long, 2" diameter cylinder used to hang the robot. If I could see a game play again, it would be 2003 or 2004. You won't see a game like either of those ever again. |
Re: Modern Upgrrade
I can't believe how many people liked 2003. Do you know how hard it was to clean the field after a day of competition? The ramps had to be moved so we could get debris. At one competition, we were picking up nearly a 5 gallon bucket each day.
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-John |
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The yearly challenges don't have to be hard to understand and FIRST nailed that on the head this year given the task was playing basketball. I would like to see FIRST take one of the more abstract games and make it just as fun and understandable for next year. *cough 2005/2000 *cough |
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I would start with getting rid of the Sterilite containers and make the game pieces symmetric about all 3 axes. The problem with stacking that year is you first had to be able to manipulate the bins into the proper orientation before you could even think about stacking them. It was just too difficult of a task to bother with (especially considering how easy it was to knock the stach over). Make the objects cubes and it becomes a much more realistic task. The only problem is will be tough finding off-the-shelf game pieces. The second thing is that it was too easy to destroy stacks once they were made. There needs to be some stack protection, either in an area on the field, or after a time. A rule was needed like you can't destroy a stack in the last 30 seconds of a match, or maybe you can't touch stacks in the colored area of the field. With those changes to encourage more stacking robots, the game could turn out to produce some of the coolest robots we've seen. I think I could get on board with that game. Even with all of that being said, 2000 was BY FAR the best game FIRST ever had. That game would get monster ratings on television. My 2nd favorite was 1998 (Ladder Logic). |
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It's funny how polarizing 2003's game was. Stack Attack was either loved or hated by those who participated in it.
I have always felt adding one tweak to Stack Attack would help gameplay. Basically this: -For any robot to score points by being "King of the Hill", their alliance must have a stack of at least 2 high. I haven't really fully baked out how the gameplay would evolve, but my thoughts were that it would force alliances to worry about the bins. You would also get collaboration between team members to "stack" robots on each other, as most likely you will have one representative from each alliance parked on top. A team member would have to be designated as stack builder/protector, less your alliance risks scoring 0 King of the Hill points. Just a silly idea I've had for a while. -Brando |
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Maybe milk crates would be a better option? |
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I can't think of a single game that didn't have issues with breaking pieces. |
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At one point, shortly after the 2003 game, Dave addressed the bin-breaking issue. He said he was working on a design for a bin made out of concrets so it wouldn't break.
I think it's also a good idea to note that I'm currently looking at about 3 of 330's practice bins, which are currently being used for storage... After hitting concrete and bricks due to persons on dollies, robots going up and over the ramp, and I think we were even able to get 2 robots going at once at some point. |
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2010 brings up a point about gamepieces that I wish FIRST would focus more on; use actual sports gamepieces when possible, ideally quality brands. They are likely going to be more consistent and durable than other options. |
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I also do agree that first should use brand name, quality sporting goods as future game pieces. 2 good reasons why are because they are quality and if they are name brand they wont run out at Wal-Mart. |
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I usually consider the first "Modern" game to be Aim High, which was a year later in 2006. It's not that big of a surprise to me that many like Stack Attack...but I find it interesting how many want to see the game be upgraded and replayed. I wouldn't want to go anywhere near that game system again...but I would be interested in trying to figure out a better way to play it. I'll make it a side project. Also there are two r's in Upgrade in the thread title. |
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As for Stack Attack, I think it's because of three things: 1) We haven't had anything like stacking bins on the field in the cRIO era. You might (might!) be able to argue tetras in 2005...but that was eight years ago. It's a fresh challenge. 2) The robots are way different now than they were in 2003. Back then, you didn't have AndyMark (they were just then shaking off the Small Parts era), you had the obnoxious drill motor gearboxes, there were no bumpers, and you definitely didn't have anything like the modern kitbot. With some semblance of stack protection, you take that fresh challenge and make it a very fresh challenge. 3) FIRST hasn't really had that many games in recent years where there was more than one right answer (you could argue the 4334 and the mailbox dumpers this year, or 469 in 2010...but those were exceptions). With a hypothetical Fixed Stack Attack, you have a lot of answers--arm knock-down, big-sweeper knock-down, stacking specialist, king of the hill control. There are trade-offs to each approach, and that is what has me geeked about the idea. |
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Why so few for 1999 (double trouble)? It's original form might have been not so interesting, but if you upgrade it (actually score the floppies, for example) and keep the aspect of fighting over the puck and you have a very good game.
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And since it's not a FIRST game these days without an element of coopertition, a special zone in front controlled by red and blue lights to take turns. Red (flip a coin) puts a bin in place, and the light goes to blue. Blue stacks a bin, the light goes to red. Repeat and award coopertition points (to be used as a first tiebreaker after wins, losses, and ties, FIRST...) based on the height of the finished stack. PS: Having read the way eliminations worked, use the modern method. |
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Building off of the "modern era" debates, here's an incomplete timeline of significant changes from year to year. This is purely off of memory, so I apologize for mistakes or missed events. Feel free to edit/add whatever events.
1999 - Alliances (2v2) introduced 2000 - Optional bumpers 2001 - 4v0 alliances 2002 - Return to 2v2 alliances 2003 - Introduction of autonomous 2004 - "Powerful" CPU with programming in C instead of BASIC 2005 - 3v3 alliances, fixed elimination alliance (no more rotating in a partner), no more drill motor in kit of parts, switch from 130lb (with battery) to 120lb (no battery) weight limit, introduction of kitbot, introduction of vision targets 2006 - Current bumper design introduced (still optional), wedges disallowed, introduction of serpentine alliance selection 2007 - Different height/weight classes (4ft/120lb, 5ft/110lb, 6ft/100lb) 2008 - Mandatory bumpers, return to 5ft/120lb 2009 - FiM district system, switch from IFI controller to cRIO 2012 - MAR district system In my mind, it's pretty clear that 2005 was a watershed year for FIRST in many ways. There was a bigger shift from 2004 to 2005 than any recent switchover in games. |
Re: Modern Upgrrade
[my additions in bold]
1999 - Alliances (2v2) introduced 2001 - 4v0 alliances 2002 - Return to 2v2 alliances 2003 - Introduction of autonomous 2004 - "powerful" CPU with programming in C instead of BASIC 2005 - 3v3 alliances, fixed elimination alliance (no more rotating in a partner), no more drill motor in kit of parts, switch from 130lb (with battery) to 120lb (no battery) weight limit, introduction of kitbot, introduction of vision targets 2006 - Optional bumpers, wedges disallowed, introduction of serpentine alliance selection 2007 - Different height/weight classes (4ft/120lb, 5ft/110lb, 6ft/100lb) 2008 - Mandatory bumpers, switch from IFI controller to cRIO, return to 5ft/120lb 2009 - FiM district system 2012 - MAR district system |
Re: Modern Upgrrade
I've said it every year before and I'll say it some more. One year we need to have cones as our game piece. They're heavy, flexbile, durable, stackable, and commonly attainable. I'd vote for a 2003 game repeat with some slight modifications and with any number of a variety of traffic cones, most of which are cheap. I mean, geez, someone built a dang concert pavilion out of cones! I'm sure we can adapt a game to use them.
FYI Sean, the cRIO was introduced at the 2008 championships and saw its first competition in 2009. |
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![]() Kids! -Clinton- |
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So cool. -John |
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Though I do seem to remember hearing about somebody building bumpers that acted as weight transfer devices: you drive into them, they lift you up slightly. 2006 was also the first year that bumpers didn't have to make the robot weight. A lot of people figured out that you wanted more weight for a variety of reasons relating to CG and immobility, and so a lot of robots carried bumpers even though they were optional. Oh, and Jesse: Seconded on the cones. Traffic cones, athletic cones--just get some cones in there. (Hide a kitbot in a road barrel--if both alliances catch it as it drives around at the end of the game, coopertition points.) |
Re: Modern Upgrrade
By far the 2003 autonomous was the most thrilling to watch, robots interacting in one place during auto was so thrilling. It seems all the auto periods recently are just too safe and not as spectacular as they were back in stack attack. It adds a very big unknown into the game which I hope returns at some point.
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From 2000
M2. Robots must sit, unconstrained, inside a 36”x30" rectangular footprint and be no more than 60" high at the start of a match. The weight of the robot, including battery, bumper, and control system, may not exceed 130.0 pounds. |
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They fixed this in 1997. -John |
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Larry,
Many venues (of which there were only a couple of regionals at that time) had the maintenance crew take out the center post on some of the doorways so robots could be moved. Our Ladder Logic (1998) robot looks to be close to 36x36 too. http://www.wildstang.org/gallery2/v/...g_jpg.jpg.html I might be able to check dimensions tonight. The ball was pretty big though. I don't have any rules pre-2001. |
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(realizing this thread is from 2012): Well, for 2015, we got the highest voted result of Stack Attack in the form of Recycle Rush.
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To quote Ken Patton in 2003 after our Einstein win...
"Sorry we lost that last match for you guys. Oh! That is what we were supposed to do." |
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