Thread: Lunacy Review
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Unread 20-04-2009, 14:13
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Re: Lunacy Review

Many of these observations have already been made, but here's my $(1/50):

Likes
- Regolith meant EVERYone had to design a drive train, not just grab one off the shelf.
- Trailers: Now that you've got a bin full of balls, you have to FIND where to put them!
- Few penalties! Great all-around action (even if some call that "boring")
- Supercells mean you could snatch victory from the jaws of defeat (or the other way around, if you score in the wrong trailer! )


Dislikes
- Regolith also meant a major static problem, at least in the early regionals until the GDC identified the problem and the solution(s). (Unfortunately, 811 was in a first week regional )
- Why couldn't the trailer flags been pink OR green (or, heavens, red or blue)? The "pink on top means red" made it hard for the casual observer to figure out who's trailer was whose. Yes, I know, the goal was to make the robots figure it out, but ...
- ... there was scant opportunity for autonomous mode. The uberteams obviously could get robo-targeting working, but most everyone else didn't.
- Okay, I'll say it: Too much emphasis on human players throughout the game.
- Weak partners, or a single breakdown, could doom an alliance. (Compare this to 2006 when we won even with one dead and one tipped partner.)

And my eight year ranking, from best to worst:
2004 - FIRST Frenzy
2007 - Rack n Roll
2006 - Aim High
2009 - Lunacy
2008 - OverDrive
2005 - Triple Play
2002 - Zone Zeal
2003 - Stack Attack
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