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#18
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Re: [Official 2008 Game Design] OK, so YOU design the 2008 game...
Here's a game idea I developed just for the fun of it -
Playing field - The game is played on a square field 32 x 32 by 4 teams of 2 robots. Each alliance will be located on one of the 4 sides (see attached sketch) A multi tiered scoring platform will be located mid field, made up of immovable and movable parts. (see attached sketch) There will be 4 parts that are mobile with one assigned to each alliance. A multi tiered immovable scoring structure will be located in each corner. There will be speed bumps used to divide the playing field and to create the robot starting location (which also doubles as the bonus point zone) The game pieces will be 12 and 18 inch traffic cones. 12 Yellow for autonomous and 18 Orange for the non-autonomous playing periods. Each traffic cone will be marked with A, B, C, or D to match each alliance team that will use them. Scoring with game pieces The game has 3 playing periods with unique scoring rules as follows; Autonomous period 15 seconds successful scoring is counted by each alliance and cannot be de-scored during subsequent playing periods. Uniquely marked alliance game pieces will be used during this time period only this cone will be placed on the robot prior to the start of the match. All for one playing period (45 seconds) All alliances will attempt to increase their score by working as one. The score is computed by adding all alliance scoring during this period. Open scoring period (60 seconds) the resultant score of both All for one and Open scoring time periods. De-scoring is allowed by removing game pieces from any alliance scoring zone, except from the mobile scoring platform. Scoring bonus points If an alliance can successfully move their scoring crate into the designated bonus point area before the game ends, they will be awarded 20 bonus points. Each alliance Open playing period scoring will be added to their Autonomous scoring and to the Accumulated all for one playing scoring, along with the bonus scoring. Each team will be assigned QP values as follows Highest accumulated score = 3 QP 2nd highest score = 2 QP 3rd Highest score = 1 Qp Lowest score = 0 QP In the case of a tie, each team tied will divide the QP points, for example; Team A scored 54 pts = 3 QP pts Team B and C scored 42 pts = 1.5 QP pts (2+1=3/2) Team D scored 20 pts = 0 QP pts Successful scoring and values Autonomous scoring of 12 Yellow cone occurs when the cone is; Placed on top level Mid field platform = 10 Placed on corner scoring platform = 4 Placed in their alliance scoring crate = 6 Placed in opponent scoring crate = 3 Non-autonomous scoring of 18 Yellow cone occurs when the cone is; Placed on top level Mid field platform = 5 Placed on corner scoring platform = 2 Placed in their alliance scoring crate = 3 Placed in opponent scoring crate = 0 Human players control the flow of the cones onto the playing field. Human players will pass one cone through a hole in the wall at a time at a controlled rate of 1 every 15 secs. upon an audible signal. All cones are able to be scored by either member of the team, regardless of which human player passed it onto the field of play. |
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