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Originally Posted by Andy Grady
There are 1 or 2 key elements to every game. If you figure out which element that is, and gear your robot up to do it very fast...you stand a very good chance.
Sounds easy enough right?
Here is the kicker....you never really know what that key element is, until after the season is over. Thats why the game design committee is so evil.
Good luck everyone!
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This is exactly what I was thinking too. If you are lucky enough to figure out one of those key elements, you might have a chance.
My team thought we were going to build a shooter this year, until we went and talked with a former mentor of team 10. After we explained the game to him, he already knew that very few teams would have a really good shooter. He was right. One of the things that made so many shooters not as good was the fact that robots could be easily pushed. We decided to go defensive, and it worked incredibly well. In my mind, that was one of the big elements this year, the ability to stay still while shooting (think of 25's brakes). This upcoming year we will try to reduce the game down to its most basic elements, and try to come up with a robot that exploits one of those elements or performs it really well. Making the robot really good at one thing is the key, because it's a way to make construction of the robot manageable and focused.