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Unread 06-05-2004, 19:26
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Re: [Official 2005 Game Design] Game Elements and Subtasks

I've always been partial to the idea of footballs as game objects. I always like hanging, but I doubt I will see that again next year since i saw it this year. I also like the idea of having zones on the field (2002) where you score by being in....
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Unread 06-05-2004, 19:43
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Re: [Official 2005 Game Design] Game Elements and Subtasks

I would like to see somthing thats Not inflatable. It seems that the inflatable things we get are too inconsistant and pop often. The Floppies from 1999 are a great example.

I like how this year involved more human input into the score.

I think when we had robots Limbo and Robots Climbing over things it was fun to watch, nothing like seeing a arm that folds under 18 inches reach 10 feet. It also made a nice challenge.

I would like to see somthing that would involve a creative drivetrain. Suspension, Extendy Bits, Retracty mabumgles, things like that.

Finally i would Liked how this year the field was interactive in a motorized way. If you ever watched Robot Wars (**GASP**) Then you saw how they had elements that a bot could run into that would activate somthing somewhere else on the field. Just like this year it might be good for autonomous.
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Last edited by Andrew Rudolph : 06-05-2004 at 19:48.
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Unread 06-05-2004, 19:52
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Re: [Official 2005 Game Design] Game Elements and Subtasks

An idea I really liked is a sort of "capture the flag" element. It would be something that you had to trigger, and exists on both sides of the field (one per alliance). Robots would have to manipulate or trigger these, which would either be a bonus to them, or a penalty to the other team. This would cause teams to have to think much more about defense, and strategy would be a must to protect your undecided trigger thing . This would also cause much more exciting matches.
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