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Unread 18-06-2009, 12:43
oddjob oddjob is offline
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...

No firm ideas, but totally against complicated fields (too expensive to build) and against more reliance on "autonomous" modes. To make this a more popular competition with the general public, the robots need to be driven by people, not black boxes.

For scoring objects, use standard 1L soda bottles, filled with small styrofoam balls and with top cap sealed. Cheap, sturdy, not too heavy, interesting shape to handle, everyone can get them. Use different colored styrofoam for each alliance, say blue and red. Both bottles are in the same fueling location so the robot has to differentiate between them when fueling or hope to get lucky.

Keep a short autonomous period at the beginning of the match. Like 2008, some bottles can be preloaded, others must be captured. Same scoring rules as the human controlled period in every way - why add more rules?

There is only one scoring location in the field center, possibly an octagonal column (thick plexi, so it's clear) with larger holes near the bottom, smaller holes nearer the top. All teams score to the same location. Defense (blocking) is allowed. Robots have bumpers and must remain in their vertical column dimension.

Bottles scored are easy to count, immediately. Penalties on robots, if there are any in the rules, are assessed and scored immediately. Games where the final score is not the final score are unacceptable.

End of game bonus - allow scoring in the most difficult and highest point scoring hole, and maybe there are only 1 or 2 holes of that type. Earlier scores there do not count, but no penalty either. Excessive penalties complicate the rules and add nothing to the game.

Bottles can be loaded similar to how the 2008 game robots got their payloads, but don't allow direct human loading. So get them at the fueling station or scoop missed shots off the floor. Robots can load 1 or more bottles, as many as they can fit in their dimension.

Simple game, fast paced. Easy to score immediately. The score when the horn sounds is the final score. Possible to play offense or defense strategy, or combination. Penalties should be rare and for exceptional circumstances, not assessed many times per match.

Keep it simple. Easy to score. Fast pace.