This looks interesting
It’s a mashup of a bunch of different games. Looks challenging but fun, and like it’s gonna result in a bunch of different designs.
Looks like a mix of all the things people said they like from past games.
That’s why it’s Toss Up! Haha, it’s a toss up of different games.
I don’t like it. So hard to keep track of score. And the 12" thing. No.
12" and the bucky ball possession limit are really making my ideas tough to get behind. It looks like a game where it is tough to do everything.
I think it is quite clever. The field is theoretically completely open, you are only limited by the size of your robot. This is promotes compact mechanisms to maximize playable area while reaching the highest field elements yet. Since I cannot participate, it will be interesting to see what innovations teams come up with to make the best of this game.
think this years game will have the most diverse designs due to different strategies
and the big inflatable balls are always fun to throw around the room
cant wait to see how this turns out!
Hey guys… does anyone know the dimensions of the field elements (i.e. Tubes, Bucky Balls, etc)
Field specs are not out yet but the size of the objects are listed in the definitions at the start of the game manual. The only one I remember of the top of my head was that the big ball is 15.5"-17.5"
GDC really granted wishes this year for the game (hanging, speed bump, big ball…DIVERSE DESIGNS). Reminds me of an FTC game for some reason but thats not to say it isn’t good. Very excited too see all the different designs.
How high / wide are the goals? I can’t find a proper field drawing…
It seems to me that the 12" bar is going to be a pain to get under whilst still having a robot that can score well, so there might not be as many smaller robots with the exception of pushbots. Based on the fact that the elements are easily movable because of their ,correct me if I’m wrong, tetrahedronal or round shape and that the field is more or less flat, I think pushbots will be highly prominent in middle school teams and teams that just have to throw together a quick bot. Who knows? Maybe pushbots will be all the rage this year.
The catapult/cannon idea is cool, but is limiting on how many ways you can score and with which elements, so I think only the more advanced teams may take this approach if they think they can handle all of the physics, math and programming that goes along with it.
And as for the quite prominent four-bar and six-bar designs this year? Maybe the four will stick around, but I don’t see any need for something as extreme as a six or more - bar because of how relatively low the scoring positions are.
What about the hanging bar you ask? Pneumatic linear lift w/ a hook seems like the way to go, baby. Maybe add a rack and pinion for helping to lift the robot up, but it seems to me that this will be the best route to take.
How would you build a pneumatic linear lift? It would need some crazy power, but if you have a few tanks at 100 psi saved up for the end of the match you may be able to do it I guess.
Decided to log back on for this one
The way I see it, the GDC has done everything in their power to make us quiver like little girls this year (no offense to the female vex enthusiasts out there). The entire layout of this field, from the ridiculous 12" limbo-pole to the return of hanging, to the size of the objects themselves. It is all designed to allow us to get as little sleep as humanly possible.
I fully expect this to be the most challenging (and hopefully most fun) game of my vex career because of the countless angles you could attack it from.
A closing thought: has anyone considered that the size of the big daddy balls are exactly the same as the height of the limbo pole? Good luck carrying those underneath while held in your bot.
See ya’ll next year.
I guess I didn’t explain it too well. I meant some sort of linear lift that sprung out quickly and has lots of torque for lifting the bot up (the bit about rack and pinion) possibly actuated by a piston or series thereof.
If I sound crazy, it’s because I am. Just kind of throwing ideas out there right now, also.
Speaking from bucket-loads of experience: linear slides are the single most-difficult vex part to make work well. Use sparingly.