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Re: [MCC] Minimum Competitive Concept 2012
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Re: [MCC] Minimum Competitive Concept 2012
I'm in love with minimum competitive concepts now and after giving it some thought heres what I came up with. For the record I'm not assuming the team is a rookie but instead has at least some experience and a knowledge of the teams potential/resources and is aware that they're relatively low. Think 3rd year team wanting to play in eliminations for the first time.
Assuming the goal is to play in eliminations the odds of being picked are significantly higher then that of seeding high enough to be a picking robot. But to improve all chances of playing in eliminations I wont write off attempting to seed high still. Game analysis: Comparing difficulty to reward it shows that balancing on a bridge is relatively easier then scoring balls to obtain a similar number of points. The difficulty to reward ration is increased during eliminations with the 40 point bonus. Thus we'll rely on the bridge as a primary scoring method. Since we are relying on the bridge to score the majority of our points our robot should be designed to balance 2 robots easily as well as facilitate triple balancing. A wide, 6 wheel, tank drive robot provides the easiest method of accomplishing this strategy. A basic upgrade is to use two super shifters with the 4:1 spread, as the transmissions with 2 cims each. Using reasonable gearing the robot can have an average "high" gear, and an absolutely crawling "low" gear. This low gear provides two advantages. 1. the robot is now very capable of pushing 2 other robots up the bridge relatively easily. A problem a fair number of triple balancing alliances suffered from. 2. The low gear enters the range where internal system friction can be enough to act as a break on an unbalanced bridge. Finally to lower the bridge a simple arm with a wheel on the end (like 61's robot linked earlier in the thread) powered by 2 window motors. Now for more assumptions. In general robots that shoot well are long. Long robots have more difficulty triple balancing. Not saying that it is impossible but that if a team has the forethought and resources to build a high ball scoring robot that can triple balance easily as well, then the MCC is simply out classed and should just hope to be picked by them. However in general this is a reach and an alliance of good shooting long bots will have difficulty triple balancing. Since shooting requires balls, we will attempt to stop these robots at their source. Build a diagonal wall across the robot up to the hight limit. It can be netting and PVC to keep it light, sturdy, and cheap. Stuff your starting balls behind the wall to prevent the other team from getting them. After the match starts immediately move into the opposing teams lane and park against the inbounders corner. Match Situation 1: If your alliance partners can score then this prevents the inbounders from skipping balls across the field to their high scoring robots to keep them replenished. If your inbounders hold the maximum number of balls as well as your team then balls begin to run out quickly. If your teammates can continue to score then inbounders will be forced to inbound balls bouncing them off of your robot and deflecting them toward the key where your scoring teammates can in theory easily pick them up and continue the cycle. Until the last 30 seconds this strategy is effective then the inbounders begin to throw over the wall. Now you drive cross field and hopefully have a partner or two waiting to balance with or else you can leave a bit early and lower the bridge and have someone follow you up instead. Qualification Score: ~35 with a double balance Elimination Score: ~70 with a triple balance Match Situation 2: You begin the match the same. The opposing alliance sends over a robot to deal with you and give you a penalty for being in their lane and/or force you to move. After they cross the goal becomes to keep them on your side. Assuming robots capable of crossing the barrier or bridge quickly are above average and by keeping them away from their side you are preventing them from scoring. The goal is to use your low gear to push the opposing robot into the opposite corner and keep them there. If they stay in the lane at least your denying the opposition of a robot that is playing defense on your team and from scoring. Wait until the last 30 seconds and then go balance. Qualification Score: ~30 with a double balance Elimination Score: ~65 with a triple balance Match situation 3: Your team cannot score baskets. Use the bridge lowering device to cross a bridge and play defense. Push, pin, box in, and possibly use the net wall to block shots if your lucky. Avoid penalties as best as absolutely possible but don't get too down because this is basically the worst case scenario. Qualification Score: 10 with single balance Elimination Score: 40 with a triple balance TL;DR: wide bot, shifters with high torque low gear, diagonal wall to block balls. Marketable skills: 1. Engine for a triple balance 2. Very low gear for defence 3. Deflector wall Additional features for improved performance(ranked by difficulty and reward): 1. Wide roller to intake extra balls/spit them out into a shooting robot. 2. Larger (possibly pneumatic) wheels for crossing the bump. 3. Shift weight forward off of the back set of wheels to allow robot to overhang and increase triple balancing capabilities 4. Pneumatic stinger. (2056 style) |
Re: [MCC] Minimum Competitive Concept 2012
[quote=mikemat;1171048]If possible, I would add:
Collector to feed the shooters on your alliance Bump crossing to get to the side you will be defending faster 2 point dump capibilities because 12 pts per match is better than 8. Brakes for easier balancing and 1 cp almost guaranteed In that order. What concept did you use for Brakes? |
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