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-   -   IRI - Dates, Info and Rule Ideas (http://www.chiefdelphi.com/forums/showthread.php?t=105300)

rick.oliver 02-04-2012 15:22

Re: IRI - Dates, Info and Rule Ideas
 
Quote:

Originally Posted by Travis Hoffman (Post 1152999)
In basketball, if the shot is released by the shooter prior to the buzzer sounding, it counts. It should be the same in Rebound Rumble.

Agree. Other than a pause between Hybrid and Teleop, how could that be accomplished? Not opposed to a pause, just wondering what other ideas there are to ensure that all balls scored and only balls shot during hybrid were counted.

BJC 02-04-2012 15:29

Re: IRI - Dates, Info and Rule Ideas
 
-I will reitterate the no lanes idea. Lanes are silly, perhaps turn the lane into only a square in front of the inbounder.

-I would love to see a moneyball that started on the co-op bridge along side of/ instead of the balls already there. This ball would be worth 3 points in addition to the normal basket points when scored and would be easily interfaced with the scoring system using the real time fouls. With one ball that is worth two I can see a lot of possible stratigy without changing the game play significantly.

-I like the traditional win loss tie that has been the standard at IRI, perhaps make the co-op bridge 1 point. I do not like the triple balance for 2 co-op points because it will mean that there will be a lot less playing the game in quals in favor of the co-op points.

-I would consider making the key smaller (read: smaller safe area to shoot from.)

Looking Forward to IRI!
Regards, Bryan

KrazyCarl92 02-04-2012 15:46

Re: IRI - Dates, Info and Rule Ideas
 
Quote:

Originally Posted by BJC (Post 1153017)
-I will reitterate the no lanes idea. Lanes are silly, perhaps turn the lane into only a square in front of the inbounder.

I thought so too until this weekend. At the CT regional, the #2 seeded alliance employed a strategy where 177 and 228 were almost always in or around the key, and their alliance partner, 236 would go over the bridge and stay sitting in the alley doing nothing until they decided to attempt the triple balance. With all of the robots in protected areas for the vast majority of the match, it made their triple balance seemingly indefensible. Maybe it's still "silly" but it's not as though it isn't important strategically!

jvriezen 02-04-2012 16:17

Re: IRI - Dates, Info and Rule Ideas
 
Its too easy to score in Hybrid. Start the match with the bots touching the barrier. Maybe even on the far side of the barrier. Then you either have to shoot a longer distance accurately or move closer before shooting in hybrid.

Allow each driver to decide when Hybrid ends for his bot via a button at the alliance station. Each ball scored in Hybrid gets the +3 bonus points. This would definitely encourage Kinect to control the robot so that it can scoop up and shoot more balls in Hybrid. Probably not practical though, since it requires someone to track who is still in hybrid and who is not -- might work if hybrid continued for an entire alliance until someone on the alliance ended for the entire alliance simultaneously. Then the automatic scoring is not dependent upon where the ball came from.

Tetraman 02-04-2012 16:40

Re: IRI - Dates, Info and Rule Ideas
 
Another thought - do something about the ball hoarding/corral. In most every event, none of the refs patrolled that rule. Either strip it away, or have an extra eye on following that rule.

Also, and this is probably the easiest rule addition for everyone - Any basketballs shot over the player station wall by robots are put into that player station's corral rather than returned to the field. Fouls/Technicals given for purposefully passing balls in that way. This way, any of your missed shots over the top of the wall become "rebounded" and at least controlled by the opposite alliance.

DjScribbles 02-04-2012 16:41

Re: IRI - Dates, Info and Rule Ideas
 
Teleop balls scored from the key worth (3/2/1)+1 point. This gives key shooters a small advantage over the fender shot (when there is no defense at least :) )

CalTran 02-04-2012 16:51

Re: IRI - Dates, Info and Rule Ideas
 
Quote:

Originally Posted by DjScribbles (Post 1153051)
Teleop balls scored from the key worth (3/2/1)+1 point. This gives key shooters a small advantage over the fender shot (when there is no defense at least :) )

As opposed to the (3/2/1)+3 for defense on the key?

Gigakaiser 02-04-2012 16:57

Kinect - Not a waste
 
Quote:

Originally Posted by Flak-Bait (Post 1152832)
Another +1 to that from me. At Boston, one team used it. I don't know how it was across the rest of FRC.

We use the driverstation kinect as an "e-stop" in hybrid. It actually saved our turret from twisting for 15 seconds in one instance (gyro issue). Later it saved our robot from ramming the co-op bridge which was being held up by an opposing team. The kinect may also be used to delay qualification match shots since most teams will be shooting two to four balls in hybrid at IRI. It only seems to be a waste if you try to actually drive your robot with it for 15 seconds.

Conor Ryan 02-04-2012 17:57

Re: IRI - Dates, Info and Rule Ideas
 
Add Minibot towers at the end of each alley against the drive station (on the side of the field where there isn't a human player chucking balls. Same rules as last year, must score in the last 15 seconds. Points are based off the order you score in. But you can also score in hybrid.

pfreivald 02-04-2012 17:58

Re: IRI - Dates, Info and Rule Ideas
 
Quote:

Originally Posted by Conor Ryan (Post 1153100)
Add Minibot towers at the end of each alley against the drive station (on the side of the field where there isn't a human player chucking balls. Same rules as last year, must score in the last 15 seconds. Points are based off the order you score in. But you can also score in hybrid.

You are evil. I like you.

Siri 02-04-2012 18:14

Re: IRI - Dates, Info and Rule Ideas
 
Quote:

Originally Posted by Duke461 (Post 1152993)
One really important rule change will need to be on the maximum amount of basketballs in the corral and with the human players during the teleop period.

Bolded is the rule change:


The idea behind this is for a situation where it's basically impossible to keep it under six basketballs. Most likely cause of this is a ton of scoring all at once, e.g, 2-3 basketballs per robot, robot A scores in left middle, robot B scores in right middle, robot C scores in top/bottom. While this rule kind of goes without saying, we definitely want to avoid someone complaining and claiming that there was a penalty on the opposing alliance after they score 9 basketballs in a matter of seconds. And since it's IRI, this very well could happen.

-Duke

The GDC already covered this in January, didn't they?

Q: What is the definition of immediately? Suppose that 7 balls are scored in rapid succession. Each inbounder may hold 2 balls at a time, which means that the ball coral cannot be emptied immediately. So, how fast do the inbounders have to empty the coral to be considered "immediate"?
A: In that scenario, the Alliance would need to rectify the situation to be in compliance with all Game rules as quickly as [sic] safely as possible.



I like the idea of limiting the time in which you're allowed to balance, though at IRI I expect it will be largely self-limited. Still, some kind of bonus for shorter time to balance would be cool and probably make matches eve with more exciting. Not sure about scoring system implementation, though.

Conor Ryan 02-04-2012 18:15

Re: IRI - Dates, Info and Rule Ideas
 
Quote:

Originally Posted by pfreivald (Post 1153102)
You are evil. I like you.

Thanks!! I came up with the idea because over the weekend, a few vets and myself were discussing our favorite games and we all agreed on 2004 because there were so many ways to score. So, lets add some new ways to score!

JohnSchneider 02-04-2012 18:47

Re: IRI - Dates, Info and Rule Ideas
 
If you want minibots why not a mini-bridge with extra points if your minibot balances on the mini bridge :rolleyes:

Chris Hibner 02-04-2012 20:32

Re: IRI - Dates, Info and Rule Ideas
 
Quote:

Originally Posted by Siri (Post 1153110)
The GDC already covered this in January, didn't they?

Q: What is the definition of immediately? Suppose that 7 balls are scored in rapid succession. Each inbounder may hold 2 balls at a time, which means that the ball coral cannot be emptied immediately. So, how fast do the inbounders have to empty the coral to be considered "immediate"?
A: In that scenario, the Alliance would need to rectify the situation to be in compliance with all Game rules as quickly as [sic] safely as possible.

My only rule change is this one. I would like to see a penalty for ANY balls in the player station greater than 6 (i.e. eliminate the "return as safely as possible clause). If a team wants to hold on to 6, then they should know they're playing with fire. If a team lines up to shoot, they better start inbounding. The only exception would be for the first 5 seconds of teleop (in case some alliance scores more than 6).

I think this would keep the offense flowing.

Duke461 02-04-2012 21:05

Re: IRI - Dates, Info and Rule Ideas
 
Quote:

Originally Posted by Siri (Post 1153110)
The GDC already covered this in January, didn't they?

Q: What is the definition of immediately? Suppose that 7 balls are scored in rapid succession. Each inbounder may hold 2 balls at a time, which means that the ball coral cannot be emptied immediately. So, how fast do the inbounders have to empty the coral to be considered "immediate"?
A: In that scenario, the Alliance would need to rectify the situation to be in compliance with all Game rules as quickly as [sic] safely as possible.


Ah, i hadn't seen that. Thanks!

Quote:

Originally Posted by Chris Hibner (Post 1153185)
My only rule change is this one. I would like to see a penalty for ANY balls in the player station greater than 6 (i.e. eliminate the "return as safely as possible clause). If a team wants to hold on to 6, then they should know they're playing with fire. If a team lines up to shoot, they better start inbounding. The only exception would be for the first 5 seconds of teleop (in case some alliance scores more than 6).

I think this would keep the offense flowing.

What i really intended this for was for situations where 7 basketballs were scored super duper quickly. But i agree completely with the "playing with fire" part.
-Duke


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