So for one of my projects on uni (industrial design of intelligent systems) I want to make a role adjustments for dodgeball using some inspiration from HoN and the community. My goal is to see if I can enforce team work through the creation of roles .
So in HoN, you have stuff like a carry/support/ganker etc. These characters are assigned these roles due to their nature, skills and stats (mostly their skills). What if these skills were transferred into a real life situation using technology? I pick dodgeball because it has no strong role pattern and the sport is already physically oriented. The project is not intended to replace dodgeball, but more to be an exploration into new territory of technology.
- Imagine you could slow/stun an opponent by making their clothes grasp them tightly.
- What if the midline was moved their way so the one team has less moving space and is more easily hit?
- I can turn on the magnetism of a hand making it easier to catch balls and thus get players back into the game.
What I need is more ideas, more inspiration. Dreams, I will be my own realist. Wireless technology/networks and sensors/actuators is my study/profession so I'll handle that part .
What would you like to see implemented in dodgeball in order to promote teamwork, roles and still keep the game exciting?
Last edited by Casindus; 02-11-2010 at 10:03 AM.
for your midline idea, standing close to it makes it much easier to be hit by the opposing team. think about it somewhat like a TF2 control point: either team can move it by standing within a certain zone centered on it. moving it gives benefit to your shooters, but is difficult to achieve without some sort of preexisting advantage (more players or balls than the other side), making it a positive feedback system. problem with this is that dodgeball is already a pretty heavy positive feedback system, it's hard to come back from losing players, even with catches. matches tend to end pretty quickly as is
1. The field influence (line moving, overall size, floor balance)
2. The players (blurry sight, difficult clothes, catching gloves)
3. The ball (inflation levels, size, amount)
(4. The rules (this one does not require technology, which is the challenge in this project.)
I know that once the first man is out, it's hard to get back in the fifth. But maybe this too can be solved by a technical prototype that's fun/challenging to use. I don't have to adhere to the name/rules/context of dodgeball. It's just the main inspiration.
I want to start off by making 3 prototypes that can influence the line, the ball and the player's clothes in some way. Then maybe offer these 6 to both teams at the start and they can pick alternatingly. This can end up like:
- Team 1 has 2 sticky gloves and a field changer
- Team 2 has 2 ball deflations and a field changer
When the balls are in possession of team1 and team2 their ball influence is "on cooldown" or "already used up" then synergy can exist amongst skills. They move the field to the opponents way and then use their gloves for maximum throwing control to hit and so on.
That is what I am looking for, interesting technologies/ideas that can result in synergies, roles and teamwork !!
I dont quite understand a couple of things, are you making a piece of software to simulate dodgeball?
If not, then the only thing i think you can implement is either slows or tanks.
Tanks is a dude standing in front of the guy thats good at throwing (the carry obviously).
Slows is announcing that a particular enemy now has to move on one leg only for X seconds. Maybe a system where the player with the ball cant use slows, for balance?
Strange thread at any rate.
We're talking actual real life stuff here, yes. Technology prototypes built by hand (of course with the necessary programming).
A tank ok, but what technology would make him a tank? A rulechange ... "we have a tank that can take 3 balls" maybe (for the fast running guy). Or he could wear a big heavy suit that attracts balls and makes them stick so he can't be tossed out. But that wouldn't make people `focus` him. And more of such thoughts.
I know this sounds fuzzy, but believe me I'm gonna spend 6 months on this and I will make something at least interesting (nobody says it should be useful directly).
You working alone for 6 months aint gonna produce any interesting technology, very sorry to say.
And i guess it has to be the technology making him a tank, rather than the fact that hes the one tanking?
Hmmm, your idea with the balls sticking to him upon impact is good, but wouldnt your team get the ball anyway (once it had been thrown against the tank)? And as such the usefullness of the sticky situation is void.
Also, if you make him a tank by changing the rules, its not about the technology anymore (and if im not mistaken, thats the whole point?). Only logical way to make him a tank in this game is to make him big. Really big. No, i mean BIG. And you can do that with cardboard, dont have to go nuts with carbon-nanotubes for that.
Honestly, if i were you id find another game to modify, for a vareity of reasons. First of all; throwing stuff at tech prototypes? Not the worlds best idea. Second, the game is so simple that you cant really effectively implement the various roles in the game without doing it simply by changing the rules (and then its technically another game anyway), and you want to do it merely by adding tech.
So maybe you should be asking for ideas about what game to modify instead?
I'll keep thinking about it though, your idea is close to interesting, but i still think its a bit of a dead end.
Okay i just thought of one single idea.
Darken the entire room and give various teammates various vision, cover the balls in some sorta material that shows up on one vision and cover the players in a material that shows up in another vision.
Doesnt give much room for the "tank", but almost gives you "support" (i can see the ball) and "carry" (i can see the players). Bit other versions of support and carry though, but at the moment its my best shot.
Still think you should consider modding another game.
If you have any others games, I am open to suggestions. I have considered paintball (a lot of field modifications possible) or american football/rugby. Just as long as people keep an open mind and don't think it's meant as a replacement.
Eeeeeeeeeh dont call it telekinetic please. Just because its wire-less doesnt make it telekinesis. Oh and i guess youre right, you could make a telephone in 6 months, i guess the telephone is interesting technology. But i have a feeling that you making something thats already been made wont get you the best of grades, and as such i kinda assumed you had to think of your own ideas, and as such i figured you would have to make new technology or find new uses for already existing technology. But my bad on that on.
And im thinking about other games, dont you worry The thing is, though, that its quite hard to think of a game where its the technology that give you the specific role, rather than the rules giving it to you.
If its the theory of it thats interesting, rather than making interesting technology, then i had a drinking game in mind, but now that i think about it, it would really be much ado about nothing and overly complicated and still yield tiny results, so back to the thinking room for me. I'll keep you posted
Btw, have you considered that it wouldnt have to be a "game" as such, but could tecnically be any activity? Grocery shopping is mainly what im thinking about. "Tank" tech is telling you what food is unhealthy, "support" tech adds up the total cost while you pick up items (and informs you of cheaper alternatives). And i guess the human being doing the shopping would be the "carry".
Paintball might be smart though, ill ponder that one for a while. (well really hardball, but same thing almost).
I'm looking into team sports and activities because it gives the group a drive to win, to work together. Dodgeball has no set roles in the rules per s?, whereas football really has defenders/midfield/attackers. And a really good attacker probably can not defend very well. In dodgeball (and paintball/hardball) these roles are not so hard defined. Can technology facilitate such roles?Paintball might be smart though, ill ponder that one for a while. (well really hardball, but same thing almost).
What about an actual CTF game, like to be turned into a dodgeball and such. You could easily have as many roles as you have ideas, and you wouldn't be bound to existing rules, regulations and ideas on how the game is 'suppose' to be played.
Carries are the ONLY people allowed to pick up the flag, gankers can 'gank' anyone, effectively sitting them out for X time, tanks can take up to three ganks, and technology could be used for either hit points, a la TF2, or a simple lives system. Support could set up wall, defences, ect. Healers give lives out / refresh health, ect.
Unless I'm completely missing the point of the assignment, you're taking a game, 'creating' the technology to play said game, and said game must be a very hi-tech game?
The bottleneck im reaching every time i get close to something good is that the technology nessecary is incredibly high tech, most of it not even existing yet in a useable form.
Could you tell us a little about what technology you are good with or focused on? Or does all technology apply?
What im fishing for is something that i can associate onwards from.
Or you could do something like real dodgeball
10 balls, 5 man teams, Catch a ball the thrower is out, and teammate comes back into the game. Both catch a ball thrown by each other(both last one standing) Sudden Death, 1 Ball.
It could even be a robbery style thing, where the carry has the means to gather as much objective (For the example, say, money) as he can carry, so it becomes how much do I want to take, and still be able to make a good escape. And only the carry has the means to carry this money. And what if the tank used some sort of 'jammer' or whatever to force fire upon himself on command?
And the military would probably like to talk to you as well.
Unless you are talking about some sort of lasertag with the axe taunting.
I dont know what youre talking about with the mecha exoskeleton powersuit.
But OP really is asking quite alot, applying HoN roles to situations that dont call for them on their own, and even with the restriction of the technology having to be the deciding factor.
I think you should start with the basics:
example: you find a ball, you get 1 mana point. then you cast it. The projectile can be a number of thingserhaps signature projectiles: for example, malikens throw goes back to him, but he doesnt get the mana. another one can be like valkries spear, or something like that. these "special skills" can cost 2 mana each. (because you can hold 2 balls in your hand, just like in grade school). there can be runes that give +2 mana. or something like that.
So you don't always have to be "carry, tank , support". there are so many ideas out there. Hope this helps.
Come to Daddy.
Interesting replies. I am not some sort of genius prodigy child, heck I wouldn't suck so bad at HoN if I was, we just create sets of technology here (microcontrollers, arduino, phidgets, C(+/#), electronics, mechanics, etc.) in a manageable scale/used in a different scenario. And remember, it does not have to be market ready or whatever - it is acceptable to be a working demonstrator of the proof of principle.
I personally can not come up with different games/sports that this would apply decently on - unless I create a whole new game (which is possible, but I believe only adds to the challenge) whereas using an exisiting game gets a conversation going and makes ideas more connected than random.
I can not build a mecha suit. I can not make people fly or increase in bodily size. I can not create illusions unless losing forbidden drugs.
I can turn on a magnetism glove over a distance, I can control an interactive playing field through (lineair/motor/whatever) actuators that are controlled from a microcontroller receiving wireless/wired signals (maybe hitting a certain spot with a ball). I am still in doubt on how to manipulate the ball however (technology being tossed around seems hurtful).
I am thinking about some pseudo programming ideas at the same time, so:
Player catches ball: gains 1 teammate or can activate playing field wobble
if playing field wobble, opponents have trouble finding footing/balance and makes it easier for player to hit.
if bringing in extra teammate ... uhm ... bring him in .
If activated on user demand: make hand bigger (allowed times = 3 -activation count). Then some technology folds out a big catching hand (think simple, not nano ironman) that assist in catching.
All sorts of ideas, technology to support it will be difficult - but without difficulty there is no challenge and no reward.