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Unread 02-11-2016, 21:58
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Ringo5tarr Ringo5tarr is offline
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Re: Cookie cutter game design

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Originally Posted by MARS_James View Post
I know this may come across as hurtful and that is not my intention but calling out rookie teams as teams that can't play the game to a high level is one of my pet peeves,5803 5817, and 5892, are all examples of Rookies who played this game at the highest level this year, and while they maybe couldn't do all the tasks they broke down the game just like any other team did and picked which tasks to focus on and it brought them success. If you would have said low resource teams I wouldn't have had a problem but it is just something that bugs me when a team is considered inferior because it happens to have a big number.
First things first (Kek for puns), that was not at all my intentions, and I should have simply said "any team" because I also planned on giving this idea to my team as well, because the 4000s and 5000s teams are probably going to be well ahead of us in this coming year, and I welcome them! I'm sorry I chose my words so poorly.

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Originally Posted by MARS_James View Post
I need an example of this, besides litter and crossing defenses this year I can't think of what this means
Overdrive just driving, I know you said the last 10 years but also 2004 had a lot of stuff going on.

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Originally Posted by MARS_James View Post
So games without an "end game" were 08, 09, 12, 14 and 15. (50%) Of the remaining games only 10, 13, and 16 involved climbing.
08 had placing the ball back on the rack
09 had "Super Cells"
12 had balancing the ramps

If I'm somehow wrong here, please correct me, and you're right about the climbing thing, aside from how I would call the minibots in 11 climbing, and 07 did award points for rising off the floor (but I guess I said climbing and not escalating, didn't I?) but that's why I said optional

anyhow, you're were right to tear into the post and find all the flaws in it, I need criticism wherever I can take it, especially if it doesn't hurt my rep. and once again I'm sorry about the whole rookie mistake on my part.
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Unread 02-11-2016, 22:44
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Re: Cookie cutter game design

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Originally Posted by Ringo5tarr View Post
08 had placing the ball back on the rack
09 had "Super Cells"
12 had balancing the ramps
The only reason why I didn't really call them end games was because you could do them at any time, although thinking back you may be right about the super cells being off limits to the end.
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Unread 02-11-2016, 23:16
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Re: Cookie cutter game design

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Originally Posted by MARS_James View Post
The only reason why I didn't really call them end games was because you could do them at any time, although thinking back you may be right about the super cells being off limits to the end.
Super cells were off limits until the last 20 seconds. But in order to use them, you had to be working during the rest of the match to bring back Empty Cells. That's not really an end game, more like a side objective (see also: Litter in the Landfill in 2015, damaging the 5th defense in 2016). Call it a side objective that can only be accomplished in the end game.
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