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Re: [Official 2008 Game Design] Game Elements and Subtasks
Require driver-to-driver (or wireless between robots) collaboration in the form of simultaneously pushing widely separated buttons, turning nuclear launch keys, putting game pieces into goals, etc.
Give more points the closer the actions are to being simultaneous, thereby encouraging wireless automated coordination.
Give more points for three-bot collaboration than for two-bot.
Do this so that an alliance's weakest robot is as important as it's strongest, and the entire alliance (in a bigger sense, the entire FRC "community") is motivated to make that weakest bot perform well.
Or,
Only allow (maximum) scoring by one or two robots of an alliance after another robot on that alliance has very recently done (or while the robot is doing it) some dissimilar action that enabled the maximum scoring to take place.
Do this to encourage the interesting specializations that occurred in the Rack-N-Roll season, without creating "idle hands" during the first parts of a match.
This would also motivate the entire community/tournament_field/alliance to assist that weakest team.
Blake
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Blake Ross, For emailing me, in the verizon.net domain, I am blake
VRC Team Mentor, FTC volunteer, 5th Gear Developer, Husband, Father, Triangle Fraternity Alumnus (ky 76), U Ky BSEE, Tau Beta Pi, Eta Kappa Nu, Kentucky Colonel
Words/phrases I avoid: basis, mitigate, leveraging, transitioning, impact (instead of affect/effect), facilitate, programmatic, problematic, issue (instead of problem), latency (instead of delay), dependency (instead of prerequisite), connectivity, usage & utilize (instead of use), downed, functionality, functional, power on, descore, alumni (instead of alumnus/alumna), the enterprise, methodology, nomenclature, form factor (instead of size or shape), competency, modality, provided(with), provision(ing), irregardless/irrespective, signage, colorized, pulsating, ideate
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