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Unread 27-05-2005, 20:38
sanddrag sanddrag is offline
On to my 16th year in FRC
FRC #0696 (Circuit Breakers)
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Re: [Official 2006 Game Design] Game Elements and Subtasks

Idea #1

I know I briefly mentioned it before, but the more I think about it, I really really really think the field should have a chasm all the way across the middle of the field. I'm thinking it should span midfield and be about 4 feet across (just slightly longer than max robot length) it should be about 1 foot deep and have verticle sides so you can't go down in and then get out very easily at all.

There would be some strong/mandatory scoring reason to cross this chasm.

There would be a few ways to get across:

Bridge it yourself - the robot is its own bridge. Just think, totally new kind of mechanism, and not a whole lot to copy from in the real world. Definitely a medium-sized point bonus would be given for bridging it yourself, as opposed to using the field (below).

Really high 2004 style bar - used to swing across over the chasm. I'm thinking it should be 12' high, so you can't do a simple one stage arm.

Teetering bridge like 2001 - sounds easy enough but here's the catch. The bridge never comes down to the ground like. It makes a 6" stair like 2004. Also, the pivot of the brige should be really high so it is steep when it is tilted. Also, the bridge should be very low traction hdpe, just like 2004 or 2003.

There is no alternate route option (like going around the chasm) because it spans entire mid field, but there are three ways of doing that task see?

The chasm with the few ways to get over are perfect field elements for a really exciting game. You could even make one of these actions worth points at the end for the "big finish" For example, the bridge would be used to cross during most of the game, but at the end of the match, if you balance the brids it is worth points.

I was thinking scoring objects would be thrown by robots over the chasm, but if you wanted to make it really hard, it is possible that there could be goals which must be transported across the chasm. I would keep the goals very lightweight though.


Idea #2

The field has a large central 4 sided pyramid structure. I imagine it would go to about 5' high and the sides would be angled at about 40 degrees. It would have sharp/defined edges just like a real pyramid, so it is diffuclt to transition from one face to another. At the very top (where the point would usually be) is a small flat spot for one robot to sit; this will be like "king of the hill" from 2003 Stack Attack. Except only one robot can fit. Above this flat spot, supported by 4 posts, is a goal to contain the scoring objects. The bottom of the goal is 3'6" above the flat platform so a full 5' tall robot cannot fit on the flat platform. The sides of th goal wouldn't be too high. There would be other goals on the flat part of the field, but putting the scoring objects in this one on the pyramid would be worth significantly more points. The goal also may be capped by a larger scoring object for a multiplier. Here's the catch though. On the bottom of the goal (which is above the small flat spot on top of the pyramid) there is a mechanism that may be triggered by a robot to release the scoring objects at any time during the match. Finally, of course a big amount of points is awarded to having a robot on the small platform at the end of the match, and a good amount of points is awarded to a robot that is on (and stays on) the side of the pyramid at the end of the match.

I haven't totally thought this out but I would like to see the game played such that the center of attention is the top goal of this pyramid and robots are driving all over (up/down/sideways) this pyramid for the majority of the match.

So, what do you all think of my ideas?
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Teacher/Engineer/Machinist - Team 696 Circuit Breakers, 2011 - Present
Mentor/Engineer/Machinist, Team 968 RAWC, 2007-2010
Technical Mentor, Team 696 Circuit Breakers, 2005-2007
Student Mechanical Leader and Driver, Team 696 Circuit Breakers, 2002-2004