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Re: [Official 2006 Game Design] Game Elements and Subtasks
Here's an unusual idea (not that there aren't too many already): a POWERED field element. For example: one goal of some form wanders around the field on one of several paths. Teams get twice the score for any object placed on it that they do for anywhere else. However, it also acts as an interference bot against both alliances, only depending on who is in the way. Another example: a swinging gate of some form that you have to wait for.
The problems: the main one is that FIRST would have to design this element, give it power (which means either extension cords (for the gate) or a large supply of batteries (for anything mobile)), and program it. Then again, it would add at least one level of difficulty to the game.
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Past teams:
2003-2007: FRC0330 BeachBots
2008: FRC1135 Shmoebotics
2012: FRC4046 Schroedinger's Dragons
"Rockets are tricky..."--Elon Musk

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