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#1
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Re: [Official 2008 Game Design] New Technology Discussions
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-dave . |
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#2
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Re: [Official 2008 Game Design] New Technology Discussions
My suggestion:
For 2009, don't do anything that relies on functions of the new controller--since they probably won't work right, out of the box. |
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Re: [Official 2008 Game Design] New Technology Discussions
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That said, suppose that teams could park a robot in a loading zone that loaded red and blue balls from a feeder (think Half-Pipe Hustle) in random order. (The refs would have this knowledge for sanity's sake.) Slightly lower in the loading zone would be a rejection bin for balls of the other alliance's color; teams would receive some benefit from depositing the rejects correctly and leaving with their own load. I did enjoy seeing a drive-forward autonomous mode be successful this year. From what I've seen, years where that is a viable option (see also: Aim High) have been pretty good years for autonomous. Whatever the game is, I'd be happy to see that be a choice (though not necessarily the best choice). Lastly, if you want to talk incentive for autonomous: Suppose the winner of the autonomous period (by whatever definition you prefer) got a five- or ten-second period at the end of the match to themselves (read: where the other alliance was disabled). Every single season of the autonomous era, such a boost would be a very interesting change in how the endgame was played. Last edited by Billfred : 05-15-2008 at 07:05 PM. |
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Re: [Official 2008 Game Design] New Technology Discussions
Game Sensors:
Another new sensor that seems to be pretty popular. Laser ranger finders. DARPA uses these all the time. SICK brand seems to be the most popular. However with the rules of the part cost, this sensor cost more than the current 2008 rules allowed. However that was 2008, and this is 2009. :-) |
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#5
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Re: [Official 2008 Game Design] New Technology Discussions
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