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Lunacy = Greatest Game Ever
This might be a little over dramatic, but i am bothered by all the complaining about this years game, because i for one, being a six year veteran of FIRST, loved this game, and heres why.
The floor/wheels: Totally changed the game, i loved that, in life, ur not always going to have the same challenge facing you when ur creating machines, we need something to completely throw us for a loop. it makes us better engineers. The overkill rule: This rule really pushed the ideals of FIRST and tried to teach teams something FIRST always tries to say we are about, professionalism and sportsmanship. In other sports, cocky teams blow out the terrible ones all the time and they never stop, thats not good sportsmanship. FIRST was trying to say, hey we are different, we encourage respecting your opponent by not destroying them. my only complaint is i would have just made it one penalty for tripling their score, and removed the doubling the score Human Player: Robots in real life are going to interact with people, and have tons of outside sources affecting them, so the robots should not only be able to be good scorers, but be able to evade the human players. It adds another layer of dephth to the driving strategy instead of just drive around, score, repeat, you had to avoid the human player as well Entertaining to watch: every person that i know that has watched FIRST events with me in the past and not knowing anything about robotics said this year was highly entertaining (over say, overdrive, which was one of the least entertaining games to watch). There was alot of robot interaction, high scoring, and just fun thigns to watch. Games like this and AIM high, IMO attract more spectators. I'll come back and post more things later as they come to me, i just had to get them off my chest and respond to alot of the hate this game has gotten |
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i agree but for very different reasons.
this game more than any other in my opinion incorporated good strategy and good driving because any team with good enough strategy and driving could take out any other entirely. this lack of dominance by one team in a match made every match a toss up and made it exciting for me. also i liked how the human players decided matches in which there really weren't any scorers but when there were good scorers they won the matches no matter how good the other human players were. and i liked how the floor played such a huge role in making the game possible. if this game was played on carpet it would not have worked at all. no one would be able to pin anyone or any trailer and scores would be terribly low unless the teams were really bad. the floor really played into the game well and despite the problem with static i think it was a great decision by the gdc. lastly i would like to comment on everyone who constantly said this game was boring because it wasn't. sure when no one could score in a match it was boring but that is true for every single game. when the good teams came to play the excitement was unmatched in any other game. |
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Thank you! finally someone not on my team agrees with me on here
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I did like Lunacy, and I appreciated that it was a change of pace from past years, however I would not go so far as to say that it is the greatest game ever.
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Lunacy ranks just ahead of Rack and Roll and just behind Aim High on my list of favorite games, but mostly because Overdrive came right before it did. The best way to learn is by facing a variety of challenges, and this game is different from Overdrive in almost every way. Last year's game was nearly a pure display of robot performance, as close to playing in a vacuum as FIRST has been in a while. The fact that there was only two trackballs severely limited the role of the alliances third robot and as a result, most effective robots were able to carry alliances by themselves. This year was almost the exact opposite. The addition of defense and the fact that the goals were on the robots made the least effective robot on the alliance just as important as the most effective one, and made strategy and teamwork integral parts of this game. Human players and super cells added many outside variables for teams to consider, mirroring real life much more closely than Overdrive did. In addition to this, the game is much more entertaining to watch than overdrive was. Overall I really enjoyed this game.
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I thought it was an interesting change up, but in terms of entertainment I found it a bit slow and hard to follow. I thought 08' and 07' were a lot better from the stands point of view.
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It's unfortunate your rookie year wasn't a year sooner, otherwise you'd probably have a much different opinion of this year's game. ;)
FIRST Frenzy was probably among the best FRC games of all time. Light years ahead of Lunacy. And while I wasn't around in 2000, some of the older veterans around here will praise that game as the best game of all time. Ever since 2005, all of the FRC games have been very "one-dimensional", and lack the excitement of truly amazing games like 2004 or 2000. |
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Also, being a drive trains guy, I didn't like the lack of impressive drive systems. Sure, people still did swerve/crab systems, but I love to see team with similar system being able to push others clear across the field. Also, the absence of mecanum drives and omni wheels made me sad, I love seeing the insane maneuverablity of robots in the past. This is all just my $0.02. |
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i dont understand how anyone enjoyed overdrive, just my opinion
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It always amazes how different people's opinions are of the different games. Personally I place Lunacy just second form the bottom of my list, just above Aim High, and I put Rack and Roll at the top of my list, but I know many people who feel just the opposite.
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Trobotics (1346) Overdrive robot was wonderfully entertaining to watch. http://www.chiefdelphi.com/media/photos/31070 |
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I'll start off by saying I respect your and other differing opinions.:)
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Entertaining to watch? Yea sure. But for the one robot you could actually pay attention to. There was barely ever a match in which you could tell what was going on on the field overall, unlike 04 and 00. (By the way I liked 00 far more than 04 b/c it was the first event I attended with my brother on MORT =D) Second, I see sportsmanship and professionalism as something you step onto the field with, not what you come off with. Meaning that if a team "blows you apart" or out of the water then how is that them not being professional? YOU as the losing team should know you played your hardest and that the other alliance did too. I don't see teams being maniacal about beating other teams when they know they can. Hell, at our regionals there are teams who can pummel others without really trying, but when we lose to them there is no distaste, there is no contempt, there is no lack of sportsmanship. We all play as we would in any other sport. If FIRST believes this is not the meaning of sportsmanship then perhaps they should reevaluate what professionalism means as well. +$0.02 |
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I wasn't around pre 2005. But I thought 06,07, and 08 were awesome games. I agree with Jeff (from FirstCast) that this game was very boring to watch. The 2008 finals seemed to be more impressive to me. I have a different view on this but not being able to USE YOUR OWN WHEELS! Oh well, can't wait for 2010, it might be the ten year aniversary of 2000?
I also agree with what Kyle Love mentioned earlier in this post. Can you handle the carpet? |
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Lol something that just reminded me of this.
"President Bush; great president? Or the GREATEST president?"- Stephen Colbert |
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EDIT: I guess the internet has trouble with sarcasm, I didn't mean that statement literally. Luncay wasn't 100% horrid, yes I enjoyed it, but I don't like it compared to other games. I made my statement because I find it funny Dan is shocked by people criticizing Lunacy, then is so bold to say nobody could like overdrive. I'm not trying to be mean, I just find it funny. |
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I've said it before, and I'll say it again, the GDC has never failed. Every year, we have to work like crazy to design, build and operate our robots Every year, we are kept awake, thinking of how to make our robots better Every year, the competitions are as amazing experiences as ever Every year, someone builds something that makes us go "WOWW!!" And every year, someone is inspired. .02 |
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No seriously, I wasn't a fan of Lunacy, just my opinion. I didnt think it was as amazing to watch as Overdrive. I do believe this is because I too enjoy a good drive train. I also enjoy a cool manipulator. I didnt see any truly awesome ways of scoring this year. (Opinion again, Im sure people will disagree with me here but hey, Im ok with that) |
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Lol, i love that people are that upset about my silly comment about overdrive
maybe its because i perfer games that resemble real sports more. I think they are interesting to watch and more accessable to the general public. I feel the best games have high robot to robot interaction, lots of moving game pieces, and clear offense and defensive strategys i didnt like overdive because there was little to no robot to robot interaction, a single dimension game, and no real defesnsive stratgy since there was to great of a chance of getting a driving backwards violation or contact outside of the bumper zone i just remember the only match i enjoyed that didn't envolve my own robot or a friends robot was the national finals on the other hand, i greatly enjoyed watching every match in Aimhigh, matches with interesting robots in Rack and Roll(including starting a "This is Awesome" chant during the match that i believe was the highest scoring match ever in the game) and i LOVED watching games in lunacy oh and by love that people are upset i mean find it sort of commical and not litterally "YES IM CAUSING CHAOS!" |
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Anyway, all satirical opinions aside, this game really did force teams to push the envelope... As long as their newly created envelope fits inside the rigid and ridiculously strict bumper rules. |
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Every year, at the kickoff I profess to dislike the new game and every year at the end of the season I declare my admiration for that year's game; this year was no exception. I can't wait to see what comes next!
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I thought lunacy was a great game for this year. with the new control system, I thought is was really important to have a game that a decent driving bot could be effective.
Human players were the main scorers for most teams (yes there are tons of examples where this is not true, but sifting through the data HP players accounted for more than 50% of the scoring) which made it more about the team experience. This year the big programming and chassis stuff was very much controls related. Traction control systems of different levels of complexity yielded distinct advantages. Creavitity of the fan drive system helped those that had the weight and did their homework. While not necessary to win, the properly implemented system were beneficial. As far as watching it from the stands, Lunacy had the same problem as Soccer, Hockey, or Demolition Derbies. If you don't understand what is going on it is hard to recognize a great tactic from wreckless hitting. That being said the rules are much more simple than say Football or "Zone Zeal" where you needed to read a manual before you had any clue what was going on. Some like people like hockey/soccer, some like football, others like baseball/cricket. Thank you game design commitee for another wonderful game. In general I like all of the games (but there are usually a few rules that I don't like). |
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As far as Lunacy being the best game ever, you'll never prove it. Everyone has their favorite game so saying any game was the best ever is just asking for a debate. Even though I liked Lunacy, Would I say it's the best ever? No. It was my favorite to drive in, by far, after having Driven at various levels in every game since Triple Play. This year was the First year in my memory where a good robot wasn't a win, but a good driver almost always was. Anyway, at the end of the day, this is about Inspiration and Recognition. I know for sure as I know anything in this world that I was inspired and so were most of you, so I think Lunacy Served it's purpose. |
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I didn't like Lunacy for the many reasons. Before I post my reasons, I would like to make something clear: I am not trying to place blame anywhere.
1) The field flooring was way too expensive for teams, especially in this economy. 2) The availability and cost of the balls. How do you design a robot to hold 40 balls when you could only afford to buy about 10? 3) It was boring to watch - at least for me. I could hardly follow what was going on. I prefer a game where a team knows what their score is by looking on the field. Yes, the real-time scoring was there but it was not reliable. 4) Punishing teams for building good robots with the serpentine draft and taking away super cells. 5) Standard wheels for everyone. 6) There were only about 4 types of designs for a robot - BORING! 7) If a team was dead during a match, it killed the alliance. Dead driver stations and other control system issues decided many regionals. 8) Some robot rules were way over-designed and over-complicated such as the bumpers. The outcome/good: 1) The game let teams who were nobody last year emerge as champions at regionals. But it was not because they were able to build a good robot - it was because of luck, standard robot designs, and a game that leveled the playing field for everyone. 2) The new look of the playing field was different and kind of exciting. The concept of the game is really cool and a change from the carpet was welcome. Just not for a game like Lunacy. Overall, I cannot say that I liked Lunacy at all. In my book, it goes down as being one of the worst games ever. Sometimes I feel that the rules butcher the fun of the competing. I'm looking forward to a more exciting 2010 season. |
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One thing I consider when looking at "best game ever" descriptions is what use a competitive robot can be put to in the post-season. In other words, are the machines... on their own... as cool as they are when they are playing the game? In that respect, I think Aim High gave our team it's best legacy in terms of an entertaining demo robot. Combine that with the fact that the game, itself, was exceptionally cool and relatively easy to watch, understand, and score in real time, and that would count as my "best game ever". I have yet to experience a "bad" game, however, and have enjoyed them all. This year the playing field was certainly an interesting change-up. I was expecting maybe some type of pea-gravel pit, or perhaps a barrier for robots to go under (or over), but the low-friction idea was fun and will keep teams from getting too specific on their off-season drivetrain R&D for a few years to come. And while I'll certainly give the GDC credit for coming up with these game ideas, really, the reason they are fun is because of the ingenueity and attitude that the teams bring with them to the competition. The GDC deserves credit for putting together a good game, but we are the ones that turn it into a great game. Jason |
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Every parent I talked to this year said they had no clue what was going on. Having 6 mobile goals and 120+ game pieces flying around everywhere is a lot more confusing than 4 balls, 4 lines and 2 bars. |
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- There's one Red Goal and one Blue Goal (for the Red Alliance and Blue Alliance). The goals are in the center of the field and don't move. - Score balls in the goals - yellow balls are worth 1 point, black are 5 points. - A robot hanging on the bar is worth 10 points and a robot parked on the ramp is worth 5 points. Oops, that was only three lines. Here's a picture to make the above description crystal clear: ![]() |
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While it was sort of fun to play.... The general public had a very difficult time following the game. Much of the time it was difficult to see who was scoring and on whom... The movement of the Empty Cell to the loading station was almost impossible to see for the spectator unless they were watching one robot very closely...and the supercell entry was also difficult to watch. We took our entire school to the regional and the comments I received were much more of the "what was going on?" type of comment. They had difficulty figuring out which robots were on which teams...(even though the trailers had red and blue colored bumpers...) It was difficult to see the bumpers at times in melees... Because the robots started from all over the field it was also difficult to figure out which robots were on which alliances... Very difficult for spectators to appreciate the nuances of the game when teams were pinned for long periods of time... etc etc.. Even though I was not overly fond of Overdrive... it was easy to cheer for the Red Alliance when the big RED ball went over the bar... |
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When I showed people Lunacy it was a lot simpler. I could basically say "well, it's like basketball with hoops called "trailers" behind each robot. 6 humans try to shoot balls in the trailers, and robots can either get balls from humans or pick up missed shots to score on opponents. There's a special ball that can be brought to the corner to activate a green ball worth more points". Then they'd get it. My parents when watching Lunacy matches knew what was going on without having to ask any questions other than "what's the green ball do". |
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It's easy to understand basically what's going on in Lunacy, but it is very hard to actually follow the action itself. If you don't pick one robot and follow it around the whole match you are just going to get lost.
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But I will say this game was necessary/needed when introducing so many new things to FIRST aka the Controller. |
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I find it boring watching all the matches with a 4 robot cluster stuck in one corner for 1:30. I can't imagine how boring that must seem to people who have no idea what FIRST is and have never seen a robotics competition before. |
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Id like to change my vote to 2000 for best game ever :D
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As a driver, I loved it. It was very complicated and made strategy so much more fun then Rack N' Roll (just my opinion). On the other hand, the G14 overkill rule was very annoying. It discouraged teams to play to the best of their ability. In fact, I thought it was a little socialist in nature. "Let's keep everyone equal and not hurt people's feelings." <--- that's not life and after all, we are there to compete. (note, gracious proffessionalism is great, but in my opinion G14 was a little too far).
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I don't like how people have interpreted G14 as punishing good play. People have decided that "good play" ought to be "score as many balls as possible in your opponents trailer". Nowhere is this the stated goal of the game. Just because people want to have the goal of score as many as possible be consequence - free doesn't mean it's punishing good play; on the contrary, it's punishing those who don't know of the rule's existence and try to circumvent it.
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Maybe I'm missing your point, but: From 7.1 in the rule book: The object of the game is to attain a higher score than your opponent by placing the GAME PIECES in the TRAILERS hitched to the opposing ALLIANCE’S ROBOTS. I think 'trying to score as many balls as possible' is certianly a way to attain a higher score than your opponent. |
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Man I have a bad habit of making mistaken posts that get corrected by you, huh :/
Well, my point is more along the lines of "it's part of the game so by trigerring it, you're _not_ playing well regardless if you want to be or not". |
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Anyway, I see your point. A team complaining about having a G-14 against them is like saying a certian football team 'would be amazing, if they had a quarterback'. In both examples, the teams brought the disadvantage on themselves (Scoring more than 2X their opponent and not signing Garcia in 2006). In my opinion G-14 has been way over-blown. What percentage of matches were really determined by it? How much did it really prevent FIRST from achieving its goals? |
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I have attached 5 images (apparently you can only attach 5 files to a post, go figure) They are just some quick little graphics I tossed together. Each circle represents a match on the specified field. A red circle is a red win and a blue circle is a blue win. The intensity of the circles show how much the win was by, an intense blue means blue blew out red. A green dot denotes that a g14 penalty was assessed against the winning team (based purely on score, I assumed penalties were nonexistent just for the sake of having a quick program.) Look at the occurrence of green dots and decide if G14 even had enough of an impact to warrant discussion. (And remember, they are just dots) (I do have an image generated for all the regionals, these are based on the FRCFMS data so your mileage may vary, and these are available should anyone want them.) EDIT: Anyone who has any suggestions on how to make the images more useful feel free to PM me. |
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Don't get me wrong on these comments though, I thought Lunacy was a good game. It was fun to play and especially fun to strategize in. Above I am simply pointing out the aspects of the game that I thought could have been a little better. Overall I thought Lunacy was great, but I did like the two previous years a little better. |
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As someone who's been around since pre 2004 in FIRST. Here are my deep profound thoughts on Lunacy. Lunacy was............................................... .................................................. .................................................. .................................................. .................................................. .................................................. .................................................. .................................................. ..........................................ok. Basically, I didn't think much of the game at all.
-Drew |
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I can count the number of matches on one hand that I saw where 4 Empty Cells were converted. And if you were a team like 1986 (or occasionally 217) that lived and breathed the empty cell, matches were generally close enough that you would know that you don't need to throw a Supercell, as 1/3rd of your scoring is dedicated to... not scoring. At the same time, you really wouldn't need the Super Cell in matches that the opponent scored less than 35 / 40 points in unless it was obviously close enough to matter (say, only HPs scored the whole time). And once your opponent has 40 or so points, the RT scoring is decent enough that if it's showing a 25-30 point lead, you'll (probably) win without throwing an empty cell. |
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I don't think its many, but it is also impossible to say what might have happened if... Just clearing that up, please correct me if I am misinterpreting what you are saying. |
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I mean Lunacy was fun, but best game ever??
my vote goes to overdrive. |
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The other point was that if you convert empty cells you usually have a better gauge of the match score |
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Q: Lunacy = Greatest Game Ever?
A: No. |
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I did like how they really changed up the playing field and made veterans come out of their shells. However the bumpers seemed to really limit the design potential. While I don't like bumpers at all, I do see where they have a purpose, and it acts as a design constraint just like ones found in the "real world." My $0.02 summary of the past 5 years: 05-great strategy, heavy objects lifted over 10ft, control a must, end game line not really important 06-similar to basketball, easy to explain, fast paced high scoring, bonus ramp 07-great strategy, work together to lift each other off the ground 08-almost no strategy, easy to score, manipulate huge balls, end game had little impact, limited human player 09- no apparent strategy, new playing surface, human player is key, end game hard to see and had little impact Those are just the games i have actually seen. I would agree with most that the best game was 04. IMHO Lunacy=worst game in at least 6 years |
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Maybe the terms gameplan and strategy can be used interchangeably, I'm not sure. However, you say you need to think 20 seconds ahead...but is that really possible? I mean you can anticipate something is going to happen based on scouting, or experience, but can you really follow the same "strategy" through the entire match? I don't think you can. Some of the best teams had a "gameplan" they executed wonderfully. I saw 121 execute the same general gameplan, match in and match out all year...yet they dominated, rightfully so. They would simply collect balls by driving in a loop towards the middle of the field, find a target and dump...rinse and repeat. Is this a strategy that changed a lot for them? nope...and it didn't matter..they still did extremely well, regardless. |
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It's almost taunting... as if FIRST is making the victors say "We know we can beat you by so much we need to slow down so we don't get penalized," without even having to say it. And if a team tries to avoid a G14 but ends up causing a loss due to poor real-time scoring, do you think the rule got the desired effect? It could certainly happen; realtime scores could often be off by more than 20 points per alliance. Also, do not forget 188's strategy in GTR. If they managed to get the triple G14 they might have won the entire event. Understand that it is not the effect of the rule on this game (which was important, but not completely gamebreaking), but the concept of penalizing teams for being to effective at the stated goal of the game that I have a problem with. |
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The real endgame in 2005 was last the second change in goal ownership, and it was one of the more exciting endgames (imho). Who needs a silly gimmick to have a "climatic finisher". I think some of the best game designs are the ones that are naturally exciting down to the buzzer, and even build in intensity as they approach the end. It seems like we've gotten locked in this paradigm of "if it doesn't have a ramp, then the end isn't exciting...this game sucks because it doesn't have a ramp." -John |
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I actually thought the 08 end game was similar to the 07 one. You were just waiting till the last second for that ball to end up on top or get knocked off at the last second or for the robot in 07 to get on the ramp.
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i feel the same way. i have just grown tired of seeing the same teams win every year because they have built a robot based on speed. this year really required the strategy, and i loved every minute of it. |
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its not penalizing.... it to me appears more as a strategy generator than anything. it causes more heated battles. of course i think it is only a fair rule if both alliances have a real time score in their sight. but i think it is a good rule, because it provides the need for a strategic plan |
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Why do something that gives you a 10-point swing when you can get a 23-point swing? |
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I agree with JVN, I also really liked Triple Play in 2005. I have coached FRC for 12 years now. 2005 was the probably the only year where you could pretty much always find a strategy to win if you understood your opponent and knew how to play.
All of us are faced with the proverbial "death match" some time during the season... this is the qualifying match in which you have two weak partners and you are facing 3 veteran opponents. In most games, you can figure out on paper beforehand that there is basically no way that you can win this one unless the other team screws up royally. 2005 was different, if you played it right, almost every match was winnable. It was a fun game to coach, since timing and diversionary tactics were a big part of the game. To comment on the original topic of this thread; No Lunacy was not the best game ever, but it was pretty good. It was fun to play, but hard to follow for the audience. 12 things on the field made it crowded even with no stationary field objects. It had plenty of exciting moments, but also a lot of endless traffic jams. I didn't really like the smooth surface. It took away a lot of the impressive dynamics of FIRST robots, it cost a lot of money, it had many issues with static, it made the game more boring for spectators, and anyone who thinks it somehow took advantage away from veterns is incorrect...if you look at the final season results you will see that there were just as many carry-over winners as in any other year. Last year, 67 and 217 were in the Finals in Atlanta, this year 67 and 217 were there again. Teams that have a process for solving problems will solve any problem that you throw at them. Nothing the GDC will ever do can magically take advantage away from the experienced teams. I want to play Lunacy on carpet!!!! ( I should have suggested this to the IRI rules committee :) ) |
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I enjoyed Lunacy more than most people did, but it was not the greatest game ever. I am sure it is hard to watch from the outside, but I loved sitting and watching teams go back and forth in this game. When you put good teams on both sides of the field it was always entertaining. This game rewarded you for utilizing every single member of your alliance, but also allowed single strong teams to be successful. This game is one of my favorites, because it was an interesting challenge that required teams to tackle the challenge from many different angles. I think it was a good way to ease into the new control system, having a challenge that was not as hard as previous years, but still unique and interesting.
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I would have to say that lunacy was fun ish to build in, but not spectator friendly. Family members and friends said they saw emphasis on human players and a hard score to follow.
2005 is my favored year. Like Eric said, the last few seconds of the match could really swing the end result. Then would come 2004, 2006, 2008, 2007, 2009, 2003. These are all my personal spectator favorites. |
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I've only seen Overdrive and Lunacy, and a little of the 07 game.
At the Lunacy kickoff, I think everyone kind of had a "what the...?" moment, but as time went on, it became clear that there was more to the game than met the eye. I didn't like that the end game bonus (the super cells) was almost entirely human player oriented, but other than that, this made a great game. It was less linear, IMO, than Overdrive, despite having less scoring options, because the movement of the robots was less controlled. Plus, I've always had a weakness for slip and slide movement. |
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