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Unread 15-12-2009, 18:07
Andrew Schreiber Andrew Schreiber is offline
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Re: Tic-Tac-Toe Idea

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Originally Posted by Formerly Famous View Post
We are getting there... Maybe another 20 posts of improvement? ( Come on guys. Lets apply the Engineering Process to this. Revise and Redesign it! )

Maybe some small spikes? Not large enough to do true damage.. But enough to scare them?
Well, they wouldn't have to be spikes, just something to make the ground harder to traverse quickly.
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Unread 15-12-2009, 18:16
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Rion Atkinson Rion Atkinson is offline
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Re: Tic-Tac-Toe Idea

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Originally Posted by Andrew Schreiber View Post
Well, they wouldn't have to be spikes, just something to make the ground harder to traverse quickly.
That works too, spikes are so much more intimidating though..
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Unread 15-12-2009, 18:30
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Re: Tic-Tac-Toe Idea

Vertical pool noodles on the floor. Some may have metal bars inside; which ones is random. First you have to get there, then you have to climb up--and no, you still can't attach to the ceiling. Attaching to other robots is also verboten, though climbing onto alliance partners is a legitimate strategy. Start on the floor, though--oh, and you're starting on your opponent's end of the field, with screens in place to make vision spotty at best.

Oh, and I forgot about the water. At 30 seconds left in the match, the field gets about 1-2 inches of water, making it harder to get back to the bonus point area on your end. (Why only that much? It's a lot easier to waterproof 2-3 inches of field than the whole thing.)
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Unread 15-12-2009, 18:37
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Re: Tic-Tac-Toe Idea

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Originally Posted by EricH View Post
Vertical pool noodles on the floor. Some may have metal bars inside; which ones is random. First you have to get there, then you have to climb up--and no, you still can't attach to the ceiling. Attaching to other robots is also verboten, though climbing onto alliance partners is a legitimate strategy. Start on the floor, though--oh, and you're starting on your opponent's end of the field, with screens in place to make vision spotty at best.

Oh, and I forgot about the water. At 30 seconds left in the match, the field gets about 1-2 inches of water, making it harder to get back to the bonus point area on your end. (Why only that much? It's a lot easier to waterproof 2-3 inches of field than the whole thing.)
Alright! Now that's more like it! Though my let them see at all? I save put the drivers in a black current square (no top) next to the game field and their only means of seeing are the cameras on board the robots and a HP for each team on the alliance, only able to communicate using a microphone and smoke signals. (Fog machines of separate color smoke will be available upon request. )
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Unread 16-12-2009, 07:55
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Re: Tic-Tac-Toe Idea

Quote:
Originally Posted by EricH View Post
Vertical pool noodles on the floor. Some may have metal bars inside; which ones is random. First you have to get there, then you have to climb up--and no, you still can't attach to the ceiling. Attaching to other robots is also verboten, though climbing onto alliance partners is a legitimate strategy. Start on the floor, though--oh, and you're starting on your opponent's end of the field, with screens in place to make vision spotty at best.

Oh, and I forgot about the water. At 30 seconds left in the match, the field gets about 1-2 inches of water, making it harder to get back to the bonus point area on your end. (Why only that much? It's a lot easier to waterproof 2-3 inches of field than the whole thing.)
What ever happened to the "Safety FIRST!" concept? ><

You call yourself evil?! What about some FLAMING GATES OF FURY, ha? where are the invisible chainsaw paths and the mine fields? This game isn't loud enough yet ><
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Unread 16-12-2009, 14:02
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Re: Tic-Tac-Toe Idea

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Originally Posted by MikePres View Post
What ever happened to the "Safety FIRST!" concept? ><

You call yourself evil?! What about some FLAMING GATES OF FURY, ha? where are the invisible chainsaw paths and the mine fields? This game isn't loud enough yet ><
I already get headaches from the music.
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