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Re: [Official 2006 Game Design] Game Elements and Subtasks
I am against the idea of a wide field for the operators. Most motion on the fields earlier (like 05) was back and forth, so the operator was usually in the same direction as the robot. In other words, when the operator pushed both joysticks forward - the robot would move away from the operator. if the operators were lined up 90 degrees from the robot, most of the time the operator would move the joysticks forward, and the robot would move right or left in relation to the operator.
Also, I like the human player aspect of the game for two reasons. It gets one more person involved in the game, and it is very enjoyable to watch interaction between robot/human during the game.
As far as a big finish goes, I am hesitant to jump back on the bandwagon. I feel that it ruins the rest of the game. A team that does not have the ability to complete the big finish will ultimately fail -- this means teams would design their robot specificily for the big finish, detracting from every other element in the game. I liked the end zone triple play this year because it was a small enough point value that some people didn't go for it, and yet it still made huge changes to the outcome of the game
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