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Unread 09-01-2010, 21:16
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AKA: Mike W.
FRC #2503 (Warrior Robotics)
Team Role: College Student
 
Join Date: Nov 2009
Rookie Year: 2008
Location: Minnesota
Posts: 67
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Re: New Game Criticism

Quote:
Originally Posted by AcesJames View Post
All in all I think I like Breakaway so far. The fact that there are only 12 balls, and that recycling them back to the field takes a while makes me think that this game may rely heavily upon an alliance's effort to block the other team from scoring, rather than racking up a ton of points. If you stop the opposing alliance from scoring, you stop balls from being returned to them, and eventually they will lose control of the balls all together. An excellent strategy would be to sit in the middle zone and try to control the other alliance's balls as they return to play.

Also, the use of the bumps and the return of the pullup bar are going to be a key player in how robots are made. Although, I have a feeling that a lot of teams will choose to build robots that transcend the bumps, rather than traveling through their underpasses. A well built robot will be able to handle the bumps fairly easily, and the ability to have a taller robot will pay off if a team wants to hang from the pullup bar in the finale. This could very easily be the deciding factor in who wins a match, because the scoring will be so low.

Long story short: I like this game because it relies heavily upon strategy, rather than shear scoring potential, and I cant wait to see what kinds of designs teams come up with.
Indeed, the whole point of this year's game being strategy versus scoring potential really nicely complements their addition of the Co-Opertition bonus. If this year's game were a killer-scoring-bot-friendly game, lots of teams (especially those with great engineering teams) would be disappointed, because they wouldn't want to build such a bot.
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