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Re: [Official 2007 Game Design] Game Elements and Subtasks
For the field, I think several shallow pyramids would be interesting hazards to drive around. Teams might have to design suspension or 'lifted' robots in order to quickly navigate around them and not bottom out on the pyramids. Boxes on wheels could just drive around them. They would be durable, not require anything electronic, be duplicateable by teams during the build season, and would be a nice change from ramps or elevated flat bits. The drivetrain that my team used this year for aim high could very well have successfully served them in 2003, 2005, AND 2006. Terrain mixup is a good thing.
One single large pyramid in the center instead of a ramp for the final 'robots end here for a bonus' piece would be interesting, or maybe 4 smaller robot-sized ones so that the teams have to play musical chairs when the match ends.
Actually, I'd be interested in any kind of 'rough' terrain. Something that requires real drivetrain innovation to go over it quickly and reliably.
Actually, having less space for the final piece than there are robots would be interesting regardless of what shape it is.
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