Thread: Ball Damage
View Single Post
  #21   Spotlight this post!  
Unread 20-01-2006, 22:08
artdutra04's Avatar
artdutra04 artdutra04 is offline
VEX Robotics Engineer
AKA: Arthur Dutra IV; NERD #18
FRC #0148 (Robowranglers)
Team Role: Engineer
 
Join Date: Mar 2005
Rookie Year: 2002
Location: Greenville, TX
Posts: 3,078
artdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond reputeartdutra04 has a reputation beyond repute
Re: Ball Damage - GDC Response on Q&A

Quote:
Originally Posted by dtengineering
Our "shooter", like most discussed on this thread, causes damage to the skin of the ball. Not a great amount, but enough that I have been following this thread and the related discussion on the Q&A forum. There have been a few questions asked regarding shooter mechanisms damaging the ball, and the Game Design Committee's replies have been... well... rather severe.
You probably should try to eliminate as much of this damage as possible in your design. This is for two reasons - the first being the most obvious. You don't want to have to redesign your shooter at your first regional because it did too much damage to Poof balls. Second, if you plan on buying twenty or forty Poof balls to test with, and if you "destroy" a Poof ball after only ten of fifteen shots through your shooter, you aren't going to get much practice in.

Using a high-traction ball shooter that takes [even small] chunks out of the Poof balls would make every ball on the field a disaster. In addition to the field itself. I don't think field reset volunteers want to vacuum up the field every other match. A good rule of thumb would try to be able to shoot the same ball fifty, sixty - even a hundred - times before it gets too "used up" to be in a playable condition.
__________________
Art Dutra IV
Robotics Engineer, VEX Robotics, Inc., a subsidiary of Innovation First International (IFI)
Robowranglers Team 148 | GUS Robotics Team 228 (Alumni) | Rho Beta Epsilon (Alumni) | @arthurdutra

世上无难事,只怕有心人.