Quote:
Originally Posted by PayneTrain
Each game has different elements and pros and cons lists that can draw from each other. I think between 2010, 2012, and 2014 (2013 is just 2012b) .. but I don't want to see Recycle Rush get the Rebound Rumble --> Ultimate Ascent treatment.
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OK, you said it twice in two different ways. I don't get the similarity. I have:
Comparisons (a few fairly normal conditions in common):
- flat carpet; no ramps or steps
- defense; robots with bumpers
- flying game pieces
- high (throwing) goals wider than they are tall
- low (pushing or dropping throwing) goals essentially square
- Most autonomous points are scored like main game points at double value.
Contrasts:
- Auto start location permits easy goals in UA; most 'bots must move for goals in AA
- End game that requires significant compromise to do well for most teams vs no end game
- no analog to pyramid goal in AA.
- one game piece vs more than most alliances could ever hope to score
- spherical vs flat game pieces
- Human players operate 1-way through slots only vs interactive
- essentially no alliance intra-action vice both assist points and throw/catch points
- small game pieces (though they did limit the number you could carry) vs large game pieces (even if there had been 2 you could legally carry, few robots could have carried them both at the same time)
- obstructions (pyramid legs and lower rungs) vs open field.
- No goal tending (can't be tall enough) vice limited goal tending allowed
So in what distinctive way(s) was 2013 like a 2012b?