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Unread 11-06-2006, 20:48
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Greg Marra Greg Marra is offline
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Re: paper: Aim, well, Kinda High

Quote:
Originally Posted by Elgin Clock
I would rethink that thought if I were you.
Maybe I can get a lot of shirts from 365 and get people to run around the field just as auto starts. Maybe I can confuse your camera enough that you'll shoot in my goal!
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Unread 11-06-2006, 22:44
Conor Ryan Conor Ryan is offline
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Re: paper: Aim, well, Kinda High

Great work, if the GDC went through a Beetles like break up, (or are lost in a flood) FIRST would know who to turn to.
Quote:

5. In each match, one team will not play. While we will not require teams to rotate out from match to match, having two teams hog all of the matches would certainly not make your grandmother proud. Therefore, it is frowned upon.

Thats the greatest quote from a rule manual I've seen in awhile, great work, I hope everything worked out!

Last edited by Conor Ryan : 11-06-2006 at 22:52.
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Unread 12-06-2006, 03:44
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Re: paper: Aim, well, Kinda High

Honestly, this was a flat-out AMAZING game to watch. High intensity, lots of fights for the ramp, lots of scoring, lots of balls, lots of strategy.

A few things I noticed as the game unfolded...

-For all the fuss I put in to make sure that 80 balls was what made it into the manual, it seemed like a lot of teams weren't taking advantage of it; lots of balls were ending the match in the corrals.

-The ramp is a bloodbath. If you got pushed off the top of it, odds are you were going over. Virtually nobody was safe. (We couldn't really find any fault with the pushing; there was no high-speed action and nothing too rough in our judgement.)

-Virtually every type of robot can be competitive, except for dedicated rampcampers (of which there were none at Mission Mayhem).

-The space in midfield is about perfect for 2v2; there's room enough to move across the field without being forced to cross the ramp (although you would benefit if you could), but not enough to allow for either ramming or an easy path.

All told, it was a hit. If I were to run this again, I might suggest running a few less balls on the floor (perhaps 60 instead of 80), or perhaps move the ramp to the middle of the field. What would the effects be? I'm not sure, but that's what mayhem is all about, right?
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Unread 12-06-2006, 07:55
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Re: paper: Aim, well, Kinda High

I will have to toatally agree with Billfred on his post above. However, getting back to the going with out the green light targeting system amazingly this did not seem to bother 233 the Pink teams shooter at all. They did pretty much the same thing at every other Aim High competition they participated in, give them a 10 second opening and they could just flat out score even with some tremendous defense being played. Most of the other shooting machines seemed to be affected by not having the light though. At any rate what a blast that game was to see played.

-Drew
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Unread 12-06-2006, 08:10
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Re: paper: Aim, well, Kinda High

Thanks to all who helped pull together the modified game! It was a true learning experience for our young team.

If anyone wants to see some of the Mayhem, our student Web Leader quickly added photos and video to our site. Sorry it is directed mainly toward our team. Hopefully some other teams captured some more pics/video of this truly innovative adaptation of Aim High.

Photos: http://www.marsbot.org/gallery/gallery/?g2_itemId=8495

Video: http://marsbot.org/mm06
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Unread 12-06-2006, 10:18
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Re: paper: Aim, well, Kinda High

That was quick! Whoever's in charge of the video(-editing) team -- give them a pat on the back!
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