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Re: Cookie cutter game design
I haven't really thought about it before, but now that I think about it, it does seem to exist. I don't think autonomous always gives points for simply moving; moving forward did give points in some games, but in 2016 for example, there were no points unless at least one wheel of a robot made physical contact with a defense base, and more points for crossing it. As for the early strategy decision, I don't think it matters that much, because a predetermined strategy may not be practical or the team may not be able to build a robot to do it. There was no endgame in 2015, and breaching in 2016 could only be done so many times per match. Though it might be helpful in combination with the other patterns to maybe form some basic ideas.
EDIT: I think EricH and Doug Frisk nailed it.
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Last edited by ctt956 : 02-11-2016 at 20:49.
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