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Re: Recycle Rush Farewell
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Re: Recycle Rush Farewell
I always hope for an 'endgame'. the climbing in 2013 and the balance in 2012 makes the game exciting till the end.
And about this year, wasn't too bad after all. |
Re: Recycle Rush Farewell
Bon Iver - Re:Stacks makes for good subdued background to a season retrospective.
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Re: Recycle Rush Farewell
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At Bayou, you could have competed without bumpers if it hadn't been for the rules. Only about three robots ever crossed the barrier, and they were more interested in getting game pieces than in robot-to-robot interaction. UA's defense was nearly as heavy as AA's in 2014. Ball floor pickups were essential in RR, frisbee floor pickups relatively rare in UA. Throwing balls with rollers has plenty of examples to copy. We didn't come up wit a workable way to throw a frisbee within the size limits until we saw Ri3d. Lowering a bridge requires a single actuator (or in some cases none). Climbing more than one rung practically required several coordinated actuators. Maybe it was because they were the first two games I was involved with, but the differences significantly outweighed the similarities both from a design and a game play experience. As far as limits to the number of game pieces, it seems that there have been very few robots that carry more than eight game pieces at a time since Lunacy. |
Re: Recycle Rush Farewell
While there was no endgame, I feel as if the pregame race for cans was executes similarly. While it wasn't necessarily put out there in the animation, as teams strategized, they realized there would be a race to see who would get the cans. However, it felt that this was the most exciting part of the game. Especially at championships, it got boring to see games at 250 points every game and very little error occurring. Even Einstein matches were boring after the can battles, especially the final match with the tug of war where I believe the field saw the most excitement.
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