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Unread 06-05-2004, 21:51
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...

BILLFRED'S 2004 IDEA: Clean Out The Backyard!

(Yes, we played this in elementary school. Yes, it steals from a few years. No, I would not want to do field reset for this game.)

The field du jour is of the same dimensions as this year's, perhaps a little shorter. Midfield are two sets of eight-inch steps per side--one step, then another--running about half of the length. The lower step would be lined with footballs. The remainder is a fence, kinda like 2k1. Paint or diamond plate to taste.

Autonomous mode would entail getting to a switch mounted on the fence on either side. Hit it before the other alliance does, and a slew of tennis balls dump onto their side of the field. (I imagine either a leaf blower on steroids or something like 33's system this year stuck inside the steps to hold all this. Just something simple.)

For the remainder of the time, you're trying to remove said tennis balls and footballs from your team's side of the field. Footballs, given their shape, count more than tennis balls--although they're far outnumbered. Assign the point value for a ball on their side, and then a bonus for being on the top step at the end.

Of course, if you really wanted to punish the programmers, you could always have one alliance member start on each side of the field.
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Unread 06-05-2004, 22:20
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...

2005 Game Submission

*NOTE* This was written off line in a word processing document, so sorry if anything is repeated. *END*

FIRST grows, FIRST is living, FIRST also to my intuition also loves to throw back at us what we least expect. All of these suggestions I’ve made should be déja vu for everyone, every element is based on a previous game, but there are a few new ideas and concepts to throw everyone off guard. Hopefully, my game is like fusion quisine, it uses common ideas in unconventional ways.

Here’s my fictitious Kick-Off idea scenario....

Dean: “Lets waste no more time, let’s reveal this year’s game.”
Woodie: “I agree Dean. When we designed this game, we intended for this game to be played by the most dedicated veterans, yet also the newest of under equipped rookies. So, for the third year, we have locked Dave up during the winter holiday...”
Dave: “Yeah, you still have to give me my car keys back you guys...”
Dean: “You’re not free yet Dave...”
*Laughs from audience*
Woodie: “Well, lets roll it!”

*movie plays, Dave narrates*

Welcome to the 2005 FIRST Robotics Competition Game, FIRST Frenzy: Ramp Rampage. The game features a giant 10 by 6 ramp with 20 bins, a large bin of 30 balls above it, and two 8 foot goals on the sides of the ramp. The game starts when robots on two alliances start with their back to the wall, and head to the ramp. The robots must head towards the ramp and either push it down (it starts balanced) or push it up. The bins will fall onto either the red or blue side, while the balls will fall onto the other side. Robots them must stack bins (bins that count for the score must be in a stack at least 2 bins stacked tall) bins, or herd balls to their human players. Robots will travel up and over the ramps to steal other team’s stacks, bins, or balls, and then put them onto their side. While there isn’t a minimum count for the goals to count, there will be a net that will automatically lowered or raised ontop of the goal. If the ramp allows for the red team to cross by having it leaning towards their side, the goal for their team will be uncovered. Same for the blue team, but if the ramp is balanced, then both goals will be uncovered. Then after 1:45, the teams have the option of either entering autonomous mode, or stay in human control mode. If the team chooses auton, their score will be doubled by 2. If they choose human control, the final score for that team will be lowered 10 points. In the last 15 seconds, all the goals will be uncapped, and the robots will fight to gain control of the tilting ramp. If a robot lasts till the end while balanced on the ramp, that team will be awarded 25 points per robot. After the match ends, each team will be awarded one point per ball, and one point per bin stacked in stacks bigger than two.

*movie ends*

*Claps*

D: “Now, lets unveil the field!”

*music plays*

Game is unvailed....

Anyway, that’s my idea for the game. Here’s some ways this will work...

*For teams to enter auton, both new auton buttons must be pressed by the human player on a pole behind the drivers. Only the human player can flip the case (imagine those war movies where you have to flip the cover, then press the button) and press the button and hold it in until auton activates. Now, one robot can be activated for auton, and the other can be still in human control, but the total will not be multiplied by 2, but instead nothing will be added or subtracted to the score.

*The net will be raised and lowered by an automatic sensor that detects the ramp’s position, only if it is completely touching the ground will it be raised, and only if it is balanced will they both be raised. The net will be be raised with a motor.

*The balls will fall via a trap door onto the appropriate side. The trap door will fall down allowing the balls to spill onto the right side. The door can either tilt left or right, allowing for a gap between the side panels and the door for balls to fall through.

*The bins will be stacked in 4 rows of 5 in the middle of the platform. They will be the same bins as 2003.

*The ball container on top will be 10 feet off the ground, right above the ramp.

*The ball container’s bottom will have an infrared bottom, so the robots can use infrared to get on the ramp. Gyros will also be added to the kit to keep the platform balanced by robots.

*A large lexan barrier will be placed next to the ball dump area to prevent the balls from escapeing.

*Balls will be herded to the human players like the 2004 game.

*Balls cannot be scored by robots, and bins will not be placed by human players.

Field diagram will be added in the attachment. Hope you enjoyed my game, FIRST Frenzy: Ramp Rampage!
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Last edited by Joe Matt : 07-05-2004 at 08:43.
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Unread 26-10-2004, 14:18
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...

Quote:
Originally Posted by Billfred
BILLFRED'S 2004 IDEA: Clean Out The Backyard!
VGMasterShadow's 2004 Idea: think of better ideas

If you guys are looking for a beta tester, I'm your man.
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Unread 26-10-2004, 16:13
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...

Alright, so I was talking with someone (Gary, perhaps?) at Robot Rodeo about how utterly evil it would be to switch the balls in this year's game to ping-pong balls, or ball pit balls, or just something that's freaking small. (On the flip side, you should've seen the balls as of Friday night. Horribly overinflated...some were watermelons. But I digress.)

But back to the subject at hand...FIRST hasn't tried a game where scoring was real-time (as in not when the field was at rest) since 1995. As far as I can tell, FIRST was a different thing back in the day. However, having been all intimate with a field now, I'm more than certain the method could make a proper revival.

So, what's the big idea?

Consider a field covered liberally in ping-pong balls. Or ball pit balls. Or anything annoyingly small like that. Teams get two minutes to herd up said ping-pong balls, and feed them through a sort of hopper system, which counts and scores them. (For a human player element, have the scored balls feed back into the player stations. They then have to return them to the field as fast as possible, so their robot could re-scoop and re-score them. Just don't let them drop it into the hopper/robot.)

One point per ball, with a bonus for a hopper-blocking item being on top at the end.

Pros: Action until the very end. Since there's a theoretically endless supply of balls, you want to keep going until the very end of the match.

Cons: Another complicated field (ask anyone who set up at the Rodeo), field reset will hate it, real-time scorekeepers will be obsolete.

Thoughts?
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2004-2006: FRC 1293 (D5 Robotics) - Student, Mentor, Coach
2007-2009: FRC 1618 (Capital Robotics) - Mentor, Coach
2009-2013: FRC 2815 (Los Pollos Locos) - Mentor, Coach - Palmetto '09, Peachtree '11, Palmetto '11, Palmetto '12
2010: FRC 1398 (Keenan Robo-Raiders) - Mentor - Palmetto '10
2014-2016: FRC 4901 (Garnet Squadron) - Co-Founder and Head Bot Coach - Orlando '14, SCRIW '16
2017-: FRC 5402 (Iron Kings) - Mentor

94 events (more than will fit in a ChiefDelphi signature), 14 seasons, over 61,000 miles, and still on a mission from Bob.

Rule #1: Do not die. Rule #2: Be respectful. Rule #3: Be safe. Rule #4: Follow the handbook.
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Unread 26-10-2004, 16:55
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...

Quote:
Originally Posted by Billfred
Consider a field covered liberally in ping-pong balls.
I can see the headlines now: Entire Northeast US completely sold out of ping pong balls!
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Unread 26-10-2004, 18:25
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...

So I haven't thought out all of the rules and regulations and whatnot, but my idea is to get rid of boxes and balls all together, and do something with flags. There would be:

-2 machines per side
-Each flag worth a certain amount of points
-Certain number of points for machine locations at the end of each match

I haven't thought out the rest of it yet but I did create a pretty little picture for those of you who have no idea what I was just describing!
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Unread 26-10-2004, 21:02
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...

Quote:
Originally Posted by kpugh
I can see the headlines now: Entire Northeast US completely sold out of ping pong balls!
In other news, US faces a shortage of ingredients for ping pong balls. Usage of other spherical objects eminent.
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Unread 26-10-2004, 23:15
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...

A good game of capture the flag (or flags) is always fun!
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