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#31
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Re: [Official 2006 Game Design] Radical Tournament Ideas
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#32
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Re: [Official 2006 Game Design] Radical Tournament Ideas
the scoring idea you proposed looks really good and fair. However, It does not lend itself to outside spectator interaction very well. it is very difficult for Joe-six-pack off the street to understand a first game that has penalties that are similar to a sport like basketball or football. Imagine how confused he would be if we started giving him a large formula about who wins and who loses
just my $.02 |
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#33
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Re: [Official 2006 Game Design] Radical Tournament Ideas
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Every single game that FIRST has come up with has a lot of little details that get discussed throughout the season. For example, FIRST Triple play had a lot of details. When someone asked me what was the game, I said its a Tic-Tac-Toe game where you place the tetra (I explained it to them what a Tetra was) on the goals. What I am trying to point out is, the idea that was thrown in here by Jaine is a very good idea. If we ever have a situation like that, us FIRSTers need to understand it. When it comes to public, they are more interested in knowing what your robot does more than how the game is scored. |
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#34
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Re: [Official 2006 Game Design] Radical Tournament Ideas
This might not be radical, but it does fall under the tournament as far as I can tell.
In the manual, there is a Regional Champion (or simply Champion at the Championship). However, the banners the winning teams simply read "WINNER" instead. Without getting into too deep a philosophical thing (it is widely said that everyone who competes in FIRST is a winner), would it be possible to get the champions' banners to read Champion instead? |
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#35
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Re: [Official 2006 Game Design] Radical Tournament Ideas
How about adding a Mentor's round?
Of course if we did that we'd also have to bring back "drop the lowest score" in the QP system. That way the Mentors couldn't ruin your standings all by themselves. I'm assuming the IRI mentor definition would be used. |
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#36
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Re: [Official 2006 Game Design] Radical Tournament Ideas
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#37
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Re: [Official 2006 Game Design] Radical Tournament Ideas
Personally, I would like to see the continued increase in the programming field. I would love to see the auto mode have a bigger impact...
And perhaps a new shape for the playing field, just to twist things up a little... I'll stop before my mind takes me somewhere crazy. Just my opinion, don't hurt me! |
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#38
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Re: [Official 2006 Game Design] Radical Tournament Ideas
"Radical Idea #3:
Autonomous mode at the *end* of human-control mode. Then when a match is close, you have to rely on something you cannot control directly - much more exciting! " by far the best idea here =P |
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#39
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Re: [Official 2006 Game Design] Radical Tournament Ideas
Here's something radical, although I do wonder whether I'm a bit late to the dance. (55 days until Kickoff--I'd imagine they've got a bit of the work done by now.)
Suppose that on Thursday, we have our normal practice day. Then, first thing Friday morning, we have alliance selections. And for better or worse, in sickness and in health, that is your alliance for the remainder of the competition, both qualification and elimination. Of course, this would require regionals to have capacities divisible by three, but it sure would be interesting. |
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#40
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Re: [Official 2006 Game Design] Radical Tournament Ideas
How would you decide who got to pick first? Random pickers? That'd work, and would really promote teamwork, but if you got stuck with a bad team, you'd be in some serious trouble for the entire regional.
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#41
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Re: [Official 2006 Game Design] Radical Tournament Ideas
This way late... and reviving an old thread, but what if by completing a task in autonomous (i.e. hitting a switch), you got to start early? That would definently give teams an edge, promote autonomous, and be rather simple to implement.
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