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Re: 2013 Lessons Learned: The Negative
Quote:
Originally Posted by dodar
You do realize that having limitations and learning and finding ways around those limitations is one thing the FIRST build/competition seasons are about, right?
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A design challenge in which you don't know the parameters or can't test in them is a poor design challenge. I guess you could construe it as indicative of actual work environments, but it still doesn't make for particularly good game design. It doesn't help that it's far more of a burden for small teams than for large ones with lots of resources.
The thing is, FRC is usually very good about making their games accessible for teams with limited resources, be it rookie teams or veteran teams with difficult situations. That's what makes the pyramid this year so unusual, and it certainly ought to be brought to attention.
Edit: I apologize for the profanity.
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Member, FRC Team 449: 2007-2010
Drive Mechanics Lead, FRC Team 449: 2009-2010
Alumnus/Technical Mentor, FRC Team 449: 2010-Present
Lead Technical Mentor, FRC Team 4464: 2012-2015
Technical Mentor, FRC Team 5830: 2015-2016
Last edited by Oblarg : 30-04-2013 at 00:53.
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