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Re: Worst possible game
You guys are all lightweights.
Starting point: 2001. (4vClock) For those that aren't aware of that game (Diabolical Dynamics), the basic idea was to stuff a bunch of playground balls in a couple of mobile goals, stick both mobile goals on a balance bridge, preferably with a large ball or two on top for extra points/multipliers, and stick your entire alliance in the far end of the field, as fast as possible (the faster you were, the higher your score multiplier). Now, add 2 robots. (6vClock) Change all the playground balls to Orbit balls, from Lunacy, and change the primary field surface to regolith (also from Lunacy--wheels too, folks!). Bridge gets HDPE surface (common in the '03-'06 timeframe). And, just to make life totally miserable, the goals are the '02 goals (weighing in at 180 lb each)--AND bumpers are required, '10 bumper and extension rules. Did I mention that the current field layout is used, and there's no communication between the field ends, but all the robots start at one end of the field? Every time someone brings up Recycle Rush as bad, I have to remember that they probably haven't seen '01. |
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Just a thought. (There's also the thought that perhaps someone needs to recall their English lessons from high school, particularly the slight yet significant difference between "a few" and "few".) |
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Edit: And OBTW, in 2013, there were at least two bizarro items. Not only were we required to launch frisbee discs with a robot that fit inside a 120" frame perimeter, the "hanging" postgame was regulated such that a "high" climb was mandated to be in no fewer than three separate stages. AFAIK, every other climb/hang game to date (both before and since 2013) could be completed in a single grab and pull. |
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![]() xkcd 285 |
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Cellfone Folly! Break the phones out of phone jail to keep everyone in the arena alive!
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Triple Balance on the 2012 bridge with 2009 wheels on the drivetrain.
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And the bridge is regolith. |
Re: Worst possible game
You will also want to take some cues from FTC.
Make autonomous 30 seconds long and include various available tasks that are worth good points. Allow opponents to point their robot at yours and drive into you during autonomous. Designate protected areas and field elements that your opponents can't touch. Put them in locations that both alliances need to drive near to play the game effectively. Make the field good and crowded so the protected areas aren't too easy to avoid. Give out huge penalties for bumping into them. |
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Considering that both xkcd and sabotage have been brought up, I can't help but feel that https://xkcd.com/689/ is relevant somehow
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Just replay any year, cut the teleop period by 50% and extend the autonomous period by the same amount.
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Re: Worst possible game
Worst game I could come up with. Pretty long description, but in most of the worse games the devil is in the details.
Field is divided into a grid of 12 zones, 3 across, 4 down. Teams get points for each square they move into from their starting square as well as a multiplier bonus of how many zones away from their starting position they are at the end of the match. Teams may only block robots from entering a zone, they may not push opponents back into other zones, significant penalties are assessed for such an action. The game objects are 1ft x 1ft memory foam cubes, there are 7 of them on the field, each robot starts with 1 and there is an extra 1 in the middle of the field. Points are awarded when a cube touches the ground inside a zone, per zone, cubes may not be dragged across the ground into a new zone, but must be lifted over the tape lines, if a cube touches the tape it negates the score of the cube. This score is divided by the number of zones away from their starting zone each cube is at the end of the match. Robots may start in any zone they wish, one per zone. Priority is determined by a staggered load in order (red 1, blue 1, red 2, blue 2... etc). Designated score keepers are expressly forbidden. There are two referees and the head referee. There is an automated laser grid system that matches the grid lines, but it does not record information, only feeds information about which grids it thinks are occupied based on entrance/exit information back to the referee display in real time. The referee interface is divided into 3 screens, one screen for actions involving the robot (with alternating buttons for both scoring and penalties on a per robot basis), one screen for the actions of the cubes, tracked per cube, and one screen that is locked until the end of the match at which point the referees enter the starting and ending positions of all 6 robots and 7 cubes. Each referee must keep score and penalties for all 6 robots. When there is a discrepancy between the two referees, the average of the point values is taken per team. |
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Also, one of my favorite games is Lunacy. I guess we're just one odd group of mentors. |
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