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Re: [Official 2005 Game Design] Game Elements and Subtasks
Well the past two years there was a variant of a "King of the Hill" style play. I know in 2002 there was something similar to a "Gold Rush" scenario with the three movable goals in the middle of the playing field. And I was just thinking, why not a "Capture the Flag" type of scenario; where there is something that your team needs within enemy territory, and vice versa for the opposite team.
I also like the idea mentioned of an interactive playing field, where something happens on the playing field when an event occurs; like something on the playing field moves. Something like this year with the ten-point balls but more drastic, but not too mission critical like "Stack Attack." But I would like this to happen during human operator mode.
I was thinking of more teamwork critical objectives. We can use the floor panels used for the human players in "Stack Attack," and have robots use these to activate the event on the field. Like in order for a person to take an object from the other team, the other team must activate the switch, which will make the objective (the flag) available. Like it will lower the cage around the "flag." So one robot is on offense, the other is on defense, and vice versa for the other team. But since it is necessary for two robots to get the objective there will be a lot of pushing, and shoving, along with speed and timing being critical. Just an idea, nothing concrete.
I love how with this year's game, there are so many things available to do, but nearly impossible to do within the time limit.
Another evil thing that will definitely make scouting and preparing for a match a lot more difficult, is if for some "odd" reason, the team colors on the LED's switch in the middle of a match. This is would be a unique twist to the game, but will probably get shot down. I am pretty sure somebody else mentioned about this (but I am uncertain).
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"Confidence, not arrogance."
Does your robot use its powers for good, or for awesome?
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