Strategy
Basics
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Limitations
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Size (Height, width, weight, appendages)
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Materials (cost, weight, practicality)
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Time
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Durability
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Potential
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Scoring potential
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Defensive potential
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Flow of the game
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Fast/slow points
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Adaptability
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Limitations
Evaluating a strategy’s limitations
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Is the strategy possible under your limitations?
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If limitations were changed, what effect is there on the strategy?
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With limitations, is the strategy worth it?
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Is the strategy easy to execute (consistent)?
Evaluating a game
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Rules!
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Ways to score
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Ways to play defense
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Possible strategies
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Scoring / Defensive potential
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Realistic game flow
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How does strategy fit?
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Comparison of designs / strategies
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Cost (money, time, materials)
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Potential
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Realistic (skill, tools, game pieces)
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Rebound Rumble
Game Animation
Considerations
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Best scoring strategy
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Best defense strategy
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Best competition strategy
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Best strategy
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Is there one?
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Example!
Zone Zeal
Basics
The primary source of points in Zone Zeal was placing balls in the mobile goals, then moving the goal into the appropriate zone. For every ball in a goal, an alliance received 1 point. For every goal in the alliance's goal zone at the end of the match, the alliance would receive 10 points. Further, the team would receive 10 points for every robot in the robot zone at the end of the match.


Beatty
Aerial Assist
Game Animation
Team 254
2014 Einstein Finals
Variances in Design
Themes of Strategy
Always Common
- Way too many teams complete the main objective
- Small elements of game (eg. human player) are forgotten
- No driver practice
- Overcomplicating solutionsÂ
Your Strategy
- Strategy before design
- READ THE MANUAL
- Do not pass go until strategy is decided
- Spend an inordinate amount of time on strategy
- No really, read the manual
- Start with simple solutions, and find even better ones
- And read the manual again
Find me
joelg236.github.io
/joelg236
More if we have time...
Strategy
By Joel Gallant
Strategy
Strategy Session Nov 1
- 335