After Week 6 Ri3D competed at MCCC on Saturday, I have good feelings about Power Up moving forward. Played at (hopefully) the lowest level we will see all season, the game already provided some interesting strategic challenges as well as captivated all of TTWHQ’s attention during the switch and (much more rare) scale races. I think onlookers will quickly understand the more basic elements of the game, allowing for an enjoyable experience for teams and spectators alike.
That being said, there were a few elements of gameplay that stuck out to me throughout the day:
Cubes like to fall on their sides: Whether coming out of the HP slots, robots, falling off the scale, etc. power cubes tended to fall on their sides more often than not.
Max height robots should watch their head on a tipped scale: This one seems obvious when stated, but a 55” tall robot may have its hat knocked off if drivers aren’t careful. Is the stress-free sub-scale at all times robot worth the extra extending effort?
A fast, dedicated, opponent switch attacker can be devastatingly effective: The folks over at Everybot reminded us once again how powerful it is to have a robot that does only one or two things, but very, very well. If you haven’t seen some of their videos, check it out. Defending your switch may not be as simple as throwing an iffy third bot at it.
Depth perception is hard: I’m sure a good amount of practice or a well-placed camera could solve this issue, but more than a couple cubes were lost off the side of the scale due to misjudged positioning
Small may be best: Space is limited when lining up for the all-important auto as well as on the platform, our robot was 24 inches wide and we still had trouble getting everyone safely on at the end of the match. Slipping through this field’s narrow passageways is also more challenging with a wide robot. Don’t use the extra frame length/width unless you need it.
Week 6 looks forward to helping the community as much as we can through Ri3D and MCCC in the future.