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-   -   Modern Upgrrade (http://www.chiefdelphi.com/forums/showthread.php?t=107668)

MARS_James 09-08-2012 17:15

Re: Modern Upgrrade
 
Quote:

Originally Posted by dodar (Post 1181060)
I cant remember a time in 2010 when someone popped or flattened a soccer ball.

We did during a match in Orlando when we shattered our wheel (a lot went wrong that match) we didn't notice it till we went to remove it from the field

Quote:

Originally Posted by Adamheard
2010 brings up a point about gamepieces that I wish FIRST would focus more on; use actual sports gamepieces when possible, ideally quality brands. They are likely going to be more consistent and durable than other options.

They are also more dangerous when manipulated by robot as Dean can testify to: http://www.youtube.com/watch?v=OnE0j69_gYk

Lil' Lavery 09-08-2012 17:49

Re: Modern Upgrrade
 
Quote:

Originally Posted by Joe Ross (Post 1180925)
71, 234, and 980 combined for 1 finalist award and no wins at 9 events (71 at West Michigan). It's very creative, but hardly a game-breaking strategy.

116 had an arm like that as well, but it was only long enough to take out the nearest couple columns.

Quote:

Originally Posted by Ryan Dognaux (Post 1181035)
I think it was the whole everyone speeding towards a huge wall of bins that did it for me. The tele-operated portion was pretty flawed, but I loved this autonomous portion of the game. It was so unpredictable.

A lot of familiar faces in that video...

Al Skierkiewicz 09-08-2012 18:25

Re: Modern Upgrrade
 
Quote:

Originally Posted by JVN (Post 1181025)
We all know "ease of cleaning the field" is one of the main indicators of game quality. ;)

-John

John, I was more pointing to the need to disassemble the field to pick up that much junk. However, we are still using the bins. How many games have that kind of lasting influence on teams?

Tetraman 09-08-2012 19:17

Re: Modern Upgrrade
 
Quote:

Originally Posted by Jay Money 1058 (Post 1181026)
I think the reason its pre-2005 is because the OP asked which game to bring back with 3 robot alliances, which if I remember right Triple Play was 3-on-3, so if you're talking about modernizing it that way, you can't because it was the first 3 robot alliance game.

I agree with you on that.

I usually consider the first "Modern" game to be Aim High, which was a year later in 2006.

It's not that big of a surprise to me that many like Stack Attack...but I find it interesting how many want to see the game be upgraded and replayed. I wouldn't want to go anywhere near that game system again...but I would be interested in trying to figure out a better way to play it. I'll make it a side project.

Also there are two r's in Upgrade in the thread title.

Billfred 09-08-2012 21:11

Re: Modern Upgrrade
 
Quote:

Originally Posted by Tetraman (Post 1181084)
I usually consider the first "Modern" game to be Aim High, which was a year later in 2006.

It's not that big of a surprise to me that many like Stack Attack...but I find it interesting how many want to see the game be upgraded and replayed. I wouldn't want to go anywhere near that game system again...but I would be interested in trying to figure out a better way to play it. I'll make it a side project.

One could debate the start of the modern era starting in 2005 with the introduction of the Kitbot as we (roughly) know it and 3v3 play, but no matter.

As for Stack Attack, I think it's because of three things:

1) We haven't had anything like stacking bins on the field in the cRIO era. You might (might!) be able to argue tetras in 2005...but that was eight years ago. It's a fresh challenge.

2) The robots are way different now than they were in 2003. Back then, you didn't have AndyMark (they were just then shaking off the Small Parts era), you had the obnoxious drill motor gearboxes, there were no bumpers, and you definitely didn't have anything like the modern kitbot. With some semblance of stack protection, you take that fresh challenge and make it a very fresh challenge.

3) FIRST hasn't really had that many games in recent years where there was more than one right answer (you could argue the 4334 and the mailbox dumpers this year, or 469 in 2010...but those were exceptions). With a hypothetical Fixed Stack Attack, you have a lot of answers--arm knock-down, big-sweeper knock-down, stacking specialist, king of the hill control. There are trade-offs to each approach, and that is what has me geeked about the idea.

PAR_WIG1350 09-08-2012 22:00

Re: Modern Upgrrade
 
Why so few for 1999 (double trouble)? It's original form might have been not so interesting, but if you upgrade it (actually score the floppies, for example) and keep the aspect of fighting over the puck and you have a very good game.

Tetraman 09-08-2012 22:30

Re: Modern Upgrrade
 
Quote:

Originally Posted by Billfred (Post 1181107)
One could debate the start of the modern era starting in 2005 with the introduction of the Kitbot as we (roughly) know it and 3v3 play, but no matter.

I say 2006 because of Bumpers, but it really doesn't matter when the Modern Era officially starts.

Quote:

Originally Posted by Billfred (Post 1181107)
As for Stack Attack, I think it's because of three things:

1) We haven't had anything like stacking bins on the field in the cRIO era. You might (might!) be able to argue tetras in 2005...but that was eight years ago. It's a fresh challenge.

2) The robots are way different now than they were in 2003. Back then, you didn't have AndyMark (they were just then shaking off the Small Parts era), you had the obnoxious drill motor gearboxes, there were no bumpers, and you definitely didn't have anything like the modern kitbot. With some semblance of stack protection, you take that fresh challenge and make it a very fresh challenge.

3) FIRST hasn't really had that many games in recent years where there was more than one right answer (you could argue the 4334 and the mailbox dumpers this year, or 469 in 2010...but those were exceptions). With a hypothetical Fixed Stack Attack, you have a lot of answers--arm knock-down, big-sweeper knock-down, stacking specialist, king of the hill control. There are trade-offs to each approach, and that is what has me geeked about the idea.

I agree with the first and third point. Other than Tube Scoring, there hasn't been much "Manual Object Scoring", and the events have been dominated with shooting or launching of balls. Stacking robots in 2007 was exciting, but it does seem like it's time for stacking and/or stack protection. What if the game was about protecting a series of stacks from invading robots, and rebuilding stacks that were broken down can earn back lost benefits? then you'd have Shield Bots and Defense Bots and Stack Bots and Multi Bots. The problem of Stack Attack has to be in the King of the Hill end game. I have a feeling it would be Co-Op Points related in a future game.

Billfred 09-08-2012 22:57

Re: Modern Upgrrade
 
Quote:

Originally Posted by Tetraman (Post 1181117)
Other than Tube Scoring, there hasn't been much "Manual Object Scoring", and the events have been dominated with shooting or launching of balls. Stacking robots in 2007 was exciting, but it does seem like it's time for stacking and/or stack protection. What if the game was about protecting a series of stacks from invading robots, and rebuilding stacks that were broken down can earn back lost benefits? then you'd have Shield Bots and Defense Bots and Stack Bots and Multi Bots. The problem of Stack Attack has to be in the King of the Hill end game. I have a feeling it would be Co-Op Points related in a future game.

2003 showed it's far easier to break down than to build up. There needs to be a protected stacking zone, but perhaps the open space allows for some risk-and-reward by making stacks worth more there. Human players get a zone to orient bins as desired and push them back into the field--a team that can reorient them with the robot has an advantage, but a team that can only stack one way isn't out of the game.

And since it's not a FIRST game these days without an element of coopertition, a special zone in front controlled by red and blue lights to take turns. Red (flip a coin) puts a bin in place, and the light goes to blue. Blue stacks a bin, the light goes to red. Repeat and award coopertition points (to be used as a first tiebreaker after wins, losses, and ties, FIRST...) based on the height of the finished stack.

PS: Having read the way eliminations worked, use the modern method.

ratdude747 10-08-2012 05:45

Re: Modern Upgrrade
 
Quote:

Originally Posted by Billfred (Post 1181120)
And since it's not a FIRST game these days without an element of coopertition, a special zone in front controlled by red and blue lights to take turns. Red (flip a coin) puts a bin in place, and the light goes to blue. Blue stacks a bin, the light goes to red. Repeat and award coopertition points (to be used as a first tiebreaker after wins, losses, and ties, FIRST...) based on the height of the finished stack.

FYI that type of coopertiton was a new feature Rebound Rumble (not seen in previous games)... I personally suspect that type of coopertition will be like minibots were in 2011 and will not be seen in 2013.

mikemat 10-08-2012 08:29

Re: Modern Upgrrade
 
Quote:

Originally Posted by Billfred (Post 1181120)
And since it's not a FIRST game these days without an element of coopertition, a special zone in front controlled by red and blue lights to take turns. Red (flip a coin) puts a bin in place, and the light goes to blue. Blue stacks a bin, the light goes to red. Repeat and award coopertition points (to be used as a first tiebreaker after wins, losses, and ties, FIRST...) based on the height of the finished stack.

Why not keep the king of the hill endgame mechanic? Each robot on the top is worth x points, but one of each must be up there to get coop points.

Lil' Lavery 10-08-2012 09:45

Re: Modern Upgrrade
 
Building off of the "modern era" debates, here's an incomplete timeline of significant changes from year to year. This is purely off of memory, so I apologize for mistakes or missed events. Feel free to edit/add whatever events.


1999 - Alliances (2v2) introduced
2000 - Optional bumpers
2001 - 4v0 alliances
2002 - Return to 2v2 alliances
2003 - Introduction of autonomous
2004 - "Powerful" CPU with programming in C instead of BASIC
2005 - 3v3 alliances, fixed elimination alliance (no more rotating in a partner), no more drill motor in kit of parts, switch from 130lb (with battery) to 120lb (no battery) weight limit, introduction of kitbot, introduction of vision targets
2006 - Current bumper design introduced (still optional), wedges disallowed, introduction of serpentine alliance selection
2007 - Different height/weight classes (4ft/120lb, 5ft/110lb, 6ft/100lb)
2008 - Mandatory bumpers, return to 5ft/120lb
2009 - FiM district system, switch from IFI controller to cRIO
2012 - MAR district system

In my mind, it's pretty clear that 2005 was a watershed year for FIRST in many ways. There was a bigger shift from 2004 to 2005 than any recent switchover in games.

Alan Anderson 10-08-2012 10:03

Re: Modern Upgrrade
 
[my additions in bold]

1999 - Alliances (2v2) introduced
2001 - 4v0 alliances
2002 - Return to 2v2 alliances
2003 - Introduction of autonomous
2004 - "powerful" CPU with programming in C instead of BASIC
2005 - 3v3 alliances, fixed elimination alliance (no more rotating in a partner), no more drill motor in kit of parts, switch from 130lb (with battery) to 120lb (no battery) weight limit, introduction of kitbot, introduction of vision targets
2006 - Optional bumpers, wedges disallowed, introduction of serpentine alliance selection
2007 - Different height/weight classes (4ft/120lb, 5ft/110lb, 6ft/100lb)
2008 - Mandatory bumpers, switch from IFI controller to cRIO, return to 5ft/120lb
2009 - FiM district system
2012 - MAR district system

JesseK 10-08-2012 10:18

Re: Modern Upgrrade
 
I've said it every year before and I'll say it some more. One year we need to have cones as our game piece. They're heavy, flexbile, durable, stackable, and commonly attainable. I'd vote for a 2003 game repeat with some slight modifications and with any number of a variety of traffic cones, most of which are cheap. I mean, geez, someone built a dang concert pavilion out of cones! I'm sure we can adapt a game to use them.

FYI Sean, the cRIO was introduced at the 2008 championships and saw its first competition in 2009.

Chris Hibner 10-08-2012 10:33

Re: Modern Upgrrade
 
Quote:

Originally Posted by Lil' Lavery (Post 1181150)
Building off of the "modern era" debates, here's an incomplete timeline of significant changes from year to year. This is purely off of memory, so I apologize for mistakes or missed events. Feel free to edit/add whatever events.


1999 - Alliances (2v2) introduced
2001 - 4v0 alliances
2002 - Return to 2v2 alliances
2003 - Introduction of autonomous
2005 - 3v3 alliances, fixed elimination alliance (no more rotating in a partner), no more drill motor in kit of parts, switch from 130lb (with battery) to 120lb (no battery) weight limit, introduction of kitbot
2006 - Optional bumpers, wedges disallowed, introduction of serpentine alliance selection
2007 - Different height/weight classes (4ft/120lb, 5ft/110lb, 6ft/100lb)
2008 - Mandatory bumpers, switch from IFI controller to cRIO, return to 5ft/120lb
2009 - FiM district system
2012 - MAR district system

Your memory is pretty good. I'm pretty sure the first year for optional bumpers was 2000. Back then there was no mandatory construction method, so ChiefDelphi use a carbon fiber (I think) skirt to act as their bumpers under the rules that year: http://www.chiefdelphi.com/media/photos/12941

Clinton Bolinger 10-08-2012 11:26

Re: Modern Upgrrade
 
Quote:

Originally Posted by Chris Hibner (Post 1181161)
Your memory is pretty good. I'm pretty sure the first year for optional bumpers was 2000. Back then there was no mandatory construction method, so ChiefDelphi use a carbon fiber (I think) skirt to act as their bumpers under the rules that year: http://www.chiefdelphi.com/media/photos/12941

I think you can see it next to CD5, forgive my son for standing on the trophy.



Kids!

-Clinton-


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