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#16
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Re: Why I like the last 2 games--dual challenge levels
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FIRST Stronghold? "Play by driving over obstacles the opponent picked. Deliver boulders to the tower. Whichever color has more lights on is winning." Recycle Rush? "Create stacks of totes, with recycling containers on top. Generally, stacks of 6. Whoever has more stacks with recycling containers wins." (Or, the more snarky: "Grab recycling containers from midfield when the match starts, stick them on top of 6 totes. Whoever grabs more recycling containers wins.") The GDC is usually pretty good about this, it's just on us to be able to communicate it. |
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#17
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Re: Why I like the last 2 games--dual challenge levels
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2013 - You had a fixed number of frisbees that could be scored, and if you had a good high goal bot or two on the alliance, you didn't want to waste them on a low goal bot. In that way, your low goal bot could get squeezed out from scoring. 2014 - This is still my favorite game. It was accessible to everyone pretty easily, and required alliances to utilize all of their members in order to score the most points. Until we see the game play out at events, we won't really know how good it is. But gears do appear to be high enough in quantity that you'll need everyone involved to get them all scored, and the robot mechanism can be simple enough to implement that everyone should be able to build one for it. After that, it just comes down to driving ability in order to line up to score. Even if gears end up scoring quicker than anticipated, your high performing bots will have other things they can do (like shooting fuel) to allow others to score points with gears and keep the alliance balanced and everyone contributing to scoring points. Defense can be critical to a good alliance in most games. But it's not really all that fun or exciting to always play defense. Unless you're exceptional, you often get overlooked in alliance selection because everyone is looking to maximize their points scored. I envision this game mostly consisting of teams trying to score points. Defense will happen mostly opportunistically, although it may be tried when there is a large imbalance in the scoring potential between the alliances. And frankly, I like that... I want to see team's robots be able to do what they were designed for, and not stuck in a corner unable to reach the goals. |
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#18
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Re: Why I like the last 2 games--dual challenge levels
We've had lots of opportunities to demo our Stronghold robot. I always introduce it as "it was a medieval castle defense game. 3 on 3, red versus blue. We storm their defenses and shoot boulders at their castle." Pretty intuitive, and if you watch some match video, you pretty quickly figure out what's going on.
For Steamworks I've been saying it's a steampunk airship race. We need to pick up fuel and throw it in a boiler to build up steam pressure to launch our airships. Airships are incomplete so we need to grab and deliver gears to make the rotors turn. Finally we need to grab the rope to climb on board before take-off. All intuitive concepts. 2014 was inherently a very watchable game. I found this 2014 FIRST in Michigan championships video and despite it being an hour long, watched it all the way through like I was watching a football game. Any time I showed a segment of this to someone who had never seen FIRST or FRC, they got it right away. 2015... let's not talk about 2015. |
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#19
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Re: Why I like the last 2 games--dual challenge levels
This game's description is pretty simple:
3 robots work together to smash through opponent robots and put 12 gears on an airship. Then they all climb on board. Wiffle balls are involved too, but for some reason the team that spits out the most of them keeps losing. I do love that there are 2 levels of challenge, but I disagree that dumping fuel from the hopper to the low goal is more difficult than running gears ![]() |
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#20
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Re: Why I like the last 2 games--dual challenge levels
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#21
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Re: Why I like the last 2 games--dual challenge levels
I'm glad I didn't have a mouthful of tea when I read this! Funniest comment of the day. We'll see whether it proves true or not.
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#22
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Re: Why I like the last 2 games--dual challenge levels
The best way to make everyone happy imho, is to design a game that is simple in theory, but can be played a multiple of ways. The difficult part is making it that you can't easily block one "level" of play from another, in either direction. Otherwise, new teams get crushed and those experienced destroy the newer teams.
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#23
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Re: Why I like the last 2 games--dual challenge levels
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#24
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Re: Why I like the last 2 games--dual challenge levels
If I had to explain this year’s game to elementary school kids this is how I would go about..
Our space ship crash landed on an alien planet. The captain and crew except one pilot are locked up behind the bullet proof glass shield. Pilot cannot step out of the space ship due to toxic environment. Our crew is trying to send the spare gears to the air ship. Pilot will pull up the gears and fix the air ship. If he collects enough gears he/she will be able to start the engines. There are three booster engines and one main engine at the center. The flight will take off once all rotors are spinning. On the other side our nemesis are trying to fix their flight and take off before us. Our crew is trying to sabotage their flight with the yellow rocks and debris, our robots will take and drop them in their steam generator. In the last 30 seconds our pilot will drop ropes from the ship and our robots will climb up and ring the door bell! ![]() |
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#25
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Re: Why I like the last 2 games--dual challenge levels
Usually I just show anyone who's curious the game animation video and they can pick up themselves most of the game and I just answer questions from there. As a student I love the complexity of the game, it gives excitement to watch and my family loves to see it aswell.
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