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Unread 28-10-2015, 10:12
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IronicDeadBird IronicDeadBird is offline
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Re: Official FIRST Stronghold Teaser!

Okay I think I read all the posts man you guys can take an object and run a mile with interpretations...

So here are my observations / thoughts the questions I asked in my head and thought them through. Again nothing is known so this is all guess work but hey lets add some hype.
Problem: Why does the blueprint look... wrong.
Answer: Just right off the bat it looks too long and too skinny to be a full playing field. Plus it isn't even symmetrical. If this were to be the field and it did actually have a different "footprint" making venues have to change because the venues aren't all standardized in what kind of building they are in, or like how big of a space that building has. They use what they can get that works.
Solution: Assume that the blueprint is a fraction of the field. http://https://drive.google.com/folderview?id=0B-RZBaph-OvydjNsS3RTTnRsX00&usp=sharing that is a link to a folder with the blueprint mirrored and flipped where the blue print is 1/4th of the field and where it is 1/9th of the field. There is that weird like angled line on a page full of relatively straight lines so I put that weird angle line where I saw it in past games, like the tote chute. I know other configurations are possible and I just chose to mock it up these ways because it is 8am and I am not doing all of them.
Result: You know have a field with 4 zones. King of the hill and capture the flag don't have to be limited to two teams a popular variant I played at a summer camp is called four corner elimination where each corner has a ball and to win one corner must get all the balls. The equivalent here could be still 1 ball per corner just 4 balls on one side. Of course this doesn't solve the issue that in capture the flag and 4 corner you actually have to reset the field after every score and that would be a logistical nightmare.
The other thought I had is that the advantage of capture the flag with 2 points per team and 3 robots per team is that you can't just stall out a game by turtling up. If each side dedicates one robot to defending each corner that leaves one robot free to roam. That robot needs to then overcome the defending robot and the roaming robot on the other side in order to make progress. So take a robot off defense, now all of a sudden you have an open objective with no robot defending it and two robots out to make some plays. That is actually a fun dynamic to watch and see where objectives open up and you dart around and react to the opponents moves in real time.

Also I will be disappointed if FIRST blows the medieval theme without having some form of jousting...
There is actually another important field variation worth discussing but it is seriously too early in the morning for me. I'll compose my thoughts and add it onto here later.
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Last edited by IronicDeadBird : 28-10-2015 at 10:14.
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