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Unread 15-05-2008, 13:05
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JesseK JesseK is offline
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FRC #1885 (ILITE)
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...

Incorporating all of these ideas into one game could become very complicated, so I will try to break them up so that they are modular. Note that I have only seen FRC games from 2005 through 2008.

Have two different sizes or two different shapes for game pieces. This will allow a 3-tiered offensive design strategy that teams may employ based upon their creativity, skill, and experience. Novice teams may chose to only pick up the "easiest" piece, intermediate teams the "harder" piece, and veteran (or ambitious) teams will pick up both. The use of two game pieces implies two different tasks, however one game piece may be used for the end game whereas the other may be rugged and intended for most of the gameplay.

There may be a part of the field that is either blocked from view of the drivers or at least very obstructed from view. When a robot enters that zone, the human player may (via IR remote control again) tell the robot to perform some function that will greatly aid the alliance in the end game. This not only forces teams to prepare for the end-game ahead of time but also re-incorporates an active human player during tele-operated mode.

Flying game pieces are exponentially more exciting than game pieces that are placed. This was particularly apparent this year when 4 trackballs were hurdled at the same time by 4 different teams. Philly got very LOUD during the two Final matches that this happened.

Finally, I would like to see two separate surfaces for the playing field. Regardless of elevation, I would like to see one solid ("slick") surface in addition to the normal carpeted surface. This allows for variations in design decisions about drive trains without there being one "best" drive train. If the surface were elevated 1 foot, accesible via non-carpeted inclines (~12 degrees over ~3 feet), defense-style bots could play "king of the mountain".
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