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Re: [Official 2007 Game Design] Game Elements and Subtasks
It might have similar themes to Aim High in some regards, but I'd love to see a game that involved processing the game piece in some form.
The example that comes to mind would be to have stations where teams received (small) balls of five different colors. Four of these stations would only have one color come out, while the fifth would have a mixture of colors in addition to its color. (Why? Teams would have to sort the balls to get a proper supply of the fifth color.) Human Players would put buckets into position Triple Play style with some specification on it, say, three green balls, two blue, and one red. The robot would have to dispense exactly that many of those balls, then place the bucket in a scoring position.
Scoring would be based upon the difficulty of the spec (one-color buckets are easier than three-color), with some multiplier for the fifth color since it requires teams to sort the balls (using the CMUcam, presumably). For more fun, offer two scoring positions: one that is safe, and one that offers a bonus but can be disrupted by the opposition. You could get more points in the risky zone, but a well-equipped opponent could empty your bucket or taint it with extra balls.
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William "Billfred" Leverette - Gamecock/ Jessica Boucher victim/ Marketing & Sales Specialist at AndyMark
2004-2006: FRC 1293 (D5 Robotics) - Student, Mentor, Coach
2007-2009: FRC 1618 (Capital Robotics) - Mentor, Coach
2009-2013: FRC 2815 (Los Pollos Locos) - Mentor, Coach - Palmetto '09, Peachtree '11, Palmetto '11, Palmetto '12
2010: FRC 1398 (Keenan Robo-Raiders) - Mentor - Palmetto '10
2014-2016: FRC 4901 (Garnet Squadron) - Co-Founder and Head Bot Coach - Orlando '14, SCRIW '16
2017-: FRC 5402 (Iron Kings) - Mentor
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