Thread: Lunacy Review
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Unread 20-04-2009, 00:32
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Herodotus Herodotus is offline
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Re: Lunacy Review

I was not really a big fan of Lunacy. Of the four games I've personally witnessed I would rank them, from highest to lowest:

2007
2008
2009
2006

Likes:
Trailers- Having to score on a moving target was pretty cool, and made for more energetic matches, generally.

Different Surface- I think changing it up is always a good thing, though I would have found an uneven surface to be even cooler.

Easy to Do, Hard to Do Well- I think this needs to be the mantra for the GDC when it comes to the primary scoring device. It should be easy to score and participate, but hard to do it well. Most teams could score, even if it was only the first 7 balls or a couple more, but not many teams could deliver game changing dumps like 67, 148, 0r 1625.

Dislikes:
No secondary scoring method- This especially applies to the end game. I just think having the end game being different from the rest of the scoring period seems somehow more impressive. Climbing the ramps at the end of 2006 or 2007 was always a high tension moment as you never knew who would fall off or just barely make it. The super cells tended to just come out of nowhere and didn't really build as much tension, except maybe when a bot would deliver them.

G14- I don't think much needs to be said. I personally think this is the worst rule I've seen in my four years of FIRST. No one should ever be punished for doing well. Each robot and team should be given the chance to perform to the best of it's abilities, with no arbitrary limitations. I think it's ten times worse then the G22 last year, despite having less of an effect.

Flat Field- Flat fields seem more boring. Stairs, ramps, platforms, and bridges all really add to a game and make it more interesting.

HP scoring- I've always thought of the human player as someone who helps the robot score somehow, such as by loading them up. I'd prefer not to see the human player be able to directly score, except in rare circumstances.

Overly protective bumper rules- Am I the only one who felt this way? Isn't it up to the teams to make a robot that can handle the the contact you get with these robots? What was so bad about the pre-bumper era? Were robots being destroyed left and right?

Confusing rules at first- Many of the rules seemed very confusing at first, like the not extending beyond the box. For example, they continued to refer to the "starting box" if I remember correctly, which initially led me to believe that you could extend outside of said starting box. How many people review the rules before the game is released? I'd suggest always running the game past a diverse group of people, maybe even people not even involved in FIRST, and see if they can understand the rules.
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--My Life in FIRST--
2009 Detroit Xerox Creativity Award
2009 Detroit District Finalists - Thanks to 1856 and 2620
2009 Kettering District Quarter-Finalists - Thanks to 1504 and 1025.
2008 Kettering Kickoff Champions - Thanks to 67, 1075 & 2619
2008 MARC Finalists - thanks 67 & 226
2008 Great Lakes Finalists - thanks 66 & 217
2008 Western Michigan Semi-Finalists - thanks 2337 and 1504
2008 GLR Judges Award Winner
2007 Curie Division Champions - thanks 330 and 1270
2007 ARC Champions (13 and 0, plus scoring a double-keeper!) - thanks 1625 and 313
2007 MARC Champions - thanks 1732 and 1023
2007 Xerox Creativity Award - Western Michign
2006 I.R.I. Champions - thanks 71 and 1625
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