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#1
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Re: Ideal FRC Game
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Other features of a good game are easy to obtain game pieces, an autonomous period that provides an advantage/bonus to the winner of it (not just "move or die" ala 2009), and a good point balance between scoring methods. Games that can be explained in less than 30 seconds are a plus. |
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#2
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Re: Ideal FRC Game
Stacking! I would absolutely love some concept of stacking tote bins again!
Also I want to diddo those who want a spectator friendly game that's easy to explain. As the main man for Public Relations, games such as 2008, 2010, and 2012, make my job so much easier. |
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#3
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Re: Ideal FRC Game
A game where Human Players are used more often to score, like '98 or '99.
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#4
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Re: Ideal FRC Game
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03-totes 05-PVC tetras 10-soccer balls Were the 04 dodge balls accessible? Last edited by Gregor : 01-01-2013 at 21:43. |
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#5
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Re: Ideal FRC Game
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Unless supply is an intentional game constraint (very bad idea), FIRST needs to ensure that there is a supply chain available for the actual game pieces, or demonstrate (with supporting analysis) that the actual game pieces differ insignificantly from alternatives more widely available. For example, the tetras were a good idea in principle, except that the connectors were not widely available. FIRST probably should have used sheet polycarbonate connectors of a slightly different configuration (less stress concentration in the corners) instead of the moulded plastic ones. That would have solved production issues (any laser, waterjet or CNC router shop could make them, as could many teams), and would probably have been cheaper to mass-produce for the game. That's perhaps only obvious in hindsight, but now that they've had the experience, hopefully they're taking it to heart.1 1 Maybe they did consider and reject these for some reason. It's entirely possible that these were somehow unacceptable as well. |
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#6
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Re: Ideal FRC Game
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#7
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Re: Ideal FRC Game
I feel like I posted something like this on here somewhere..but
I want a game with an Auto Mode that give you a significant bonus for completing, unlike 2009, 2010. Past two years have been perfect. A teleop mode that presents teams with a wide variety of strategies and rules that don't limit creativity And lastly, an end game that encourages strong Cooperation among the alliance, not just "Get robots behind a line" We'll know in just a few days! |
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#8
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Re: Ideal FRC Game
I want to echo this. It seemed this year's endgame, while fine in eliminations, was focused more upon cooperating with the opposing alliance during the qualifying rounds, and previous years were usually focused on one robot acting on itself to complete a task. I'd like to see an endgame that involves teamwork and strategy with your own alliance to complete a group task.
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#9
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Re: Ideal FRC Game
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If anything I think hybrid in 2012 was if anything over-valued, more basket points were scored in hybrid than in teleop! Should 15 seconds be more important than 2 minutes? Quote:
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#10
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Re: Ideal FRC Game
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In 2010, clearing your zone, and sending balls to your home zone was huge. Getting those 3 balls into your home zone was a a potential 6 point swing. |
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#11
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Re: Ideal FRC Game
Water game with minibots. The normal robot is on the field, but dumps a minibot into a small tank to push a button or something.
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#12
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Re: Ideal FRC Game
My wishes for good games:
No Kinect please. Autonomous that does not require vision targets to be good. I don't think it was necessary to use the camera in any of the games I've been involve in (2009 on). It seems like getting a camera to work in FRC is less about developing the code to process images and determine robot moves and more about the struggle to calibrate for the event lighting and figuring out how to get an image back without lagging your cRio. Unless those issues get easier, I will remain wary of cameras. Tough Strategic Tradeoffs - I don't want it to constantly be obvious what we should be trying to do next like it generally was in 2011. In 2010 and 2012, you had to make tough choices about where to be and what to do - that was cool. Flat field. But if the field has topography, design it with the idea that some teams aren't going to be able to make it over the obstacles, so there should still be a mostly flat path available (possibly less conveniently located or more crowded) from one end of the field to the other. Seeding system that never rewards you for scoring less or intentionally scoring for the opponent. Absence of penalties that constantly require difficult judgments by the referees. Easy field to build. My #1 wish: a game that can be practiced in a room with a 9 foot ceiling! |
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#13
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Re: Ideal FRC Game
In my ideal game
I would not like: Minibots Kinect anything having to do with 2009 ![]() I would like: A game like 2004 A game which involves hanging Coopertition like balancing Scoring in the center of the field |
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#14
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Re: Ideal FRC Game
My Ideal game would be a mix of king of the hill (with the hill in the centre much like stackattack but steeper) mixed with capture some sort of game piece and get it back to your side of the field. no safe zones on the field. Just really let the Defensive strategies be a big part of it. also a tunnel on each side that goes through the hill. for quick bring backs but the loss of visibility of your bot. and the end game would be to drive onto the hill and stack your alliance partners ontop of you. for extra points.
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#15
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Re: Ideal FRC Game
I think this year they will bring back suspending your robot in air,as in First Frenzy and Breakaway.
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