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Real IRI Rules Changes?
Now that 90+ teams have applied to attend IRI it seems like a good time to discuss possible rule changes to this year's game. It would be helpful to hear from Chris and company what changes might take place so teams could plan/modify their robots if needed...especially if there are any significant changes in climbing values, etc...
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Increase the value of pyramid goal disks to 10 points each? It wouldn't change the value of most climbers that much but it would be nice to see those goals used a little bit more by objects other than paper airplanes.
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Since I figure no one at IRI will use the 1 point goal. Just turn it into another column of feeding slots.
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It would be great if they brought the blizzard back. Let's put up higher nets and watch Ultimate Ascent the way it was meant to be played.
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It also might help fix the "blizzard" since teams could spread the throwing out over the course of 2 minutes as opposed to 30 disks in 30 seconds. |
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That way shoving a climber+dumper off the pyramid is actually a net loss, rather than a wash on points. |
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Last year's rule change was perfect. It incorporated an aspect of Rebound Rumble that wasn't usually there until eliminations. This year’s rule change should be similar. Every team designed their robot thinking that Human Players could through discs in the last 30 seconds. They should get the opportunity to play the game that their robot was designed for. |
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Also considering the damaged sustain by fallen climbers, maybe revert back to the 10 minute time out for elims? |
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"If an ALLIANCE needs to take a TIMEOUT due to their ROBOT being damaged as the direct result of a FOUL or TECHNICAL FOUL by the opposing ALLIANCE, the opposing ALLIANCE will be charged their TIMEOUT which due to the circumstances will last 10 minutes." |
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I'll throw one out: more frisbees. The way frisbees were barely fitting in the center goal Saturday at Championship, I think it would be a legitimate challenge!
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How about the 2pt goals become 3pt goals in the last 15 seconds?
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I'd like to see the pyramid discs be more used also.
Something like: Each disk scored in the pyramid goal adds one point to the climb score of each of the robots on the pyramid for which the colored disk was scored. |
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"Real IRI Rule Changes?" - do you mean in addition to the co-opertition pyramid?
Any changes will be announced before teams have to commit to attend and then they can decide if they want to play under the rule changes - if any. Please note that any changes would be tweaks to rules, not significant changes to how the game was played during the season. |
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If IRI wanted to be really tricky..... 2v2 matches with no safe zone near the feeder station! It changes strategies entirely but I think that it would be a lot of fun.
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Bring disc count up to 150 total by:
Adding 8 colored discs to each alliance Putting 4 white discs at minimum on the center line Why? Gives teams more discs to throw, pyramid score, or cycle through. Also makes center-line autonomous routines more valuable and possibly highly contentious. Most importantly, all robots at IRI will be able to really hammer away at discs throughout the matches, and elims with 130 discs will likely see almost every disc out of play before the clock runs out. All climbing point values are doubled in elimination rounds. Why? Not only are climbers at 2nd and 3rd levels getting twice as many points as their hanging brethren, all climbing is more important to win the matches in eliminations, and bot-on-bot defense to keep others away from the climb could get interesting. No loading safe zones! Why? DOWN WITH FULL COURT SHOOTERS. |
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I personally thought this year’s game is perfect the way it is. I don't think they should change anything.
One thing that I'd personally like to see come back to IRI is the Mentor Match. And I'm not talking about the hokey lunch time tournament. Up until 2007, teams used to play 1 qualifying match where mentors drove, and students coached. The match counted like any other qualifying match, and was a lot of fun to watch. There were some rules about eligibility to drive and many teams recruited mentors from other teams if they were shorthanded. Where it got messy was if the number of teams in attendance wasn't divisible by 6. Then you had some teams playing with mentors, and others playing with student drivers. It wasn’t perfect, but it sure was a lot of fun. Who wouldn’t want to see Zondag, Freeman, or the Copioli’s at the sticks? |
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I like the rules they way they are but I do like the idea of additional disks in play.
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I think sometimes people get carried away and think that just because there's an opportunity to make changes, it should be taken advantage of.
Why fix something if it isn't broken? The game is incredibly balanced as is and allows for a crazy variety of good strategies with no one clearly dominant method of play. |
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I do not get why everyone gets so excited about the blizzard? What's so exciting about a manic desperate storm of hastily thrown disc that no one can actually see what's going on? IRI is about witnessing quality play at it's best. Not manic desperation on display. |
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How about giving each alliance some more discs (55 whites per alliance instead of 45, for example), and allowing each robot to carry 5 discs instead of 4? This will allow higher scores and more interesting shootouts. You could have 30 discs in the air at the same time! I think allowing an extra disc per robot would be more interesting to watch. It will also make defence more valueble.
Also, most teams have room for five discs or need very little work to allow five discs in their robot, so it barely gives any design an unfair advantage, except for favoring faster shooters, which is not different than the original. |
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While I don't think bringing the blizzard back will be a huge game changer. At IRI, how many frisbees do you expect to be left over to be thrown?
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No game rule changes
Kill the Serpentine No Mentor Match More than 8 qualification rounds |
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I better work on getting my proposal, for bringing alumni back as mentors, approved before IRI. |
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However, the blizzard was taken away due to safety...I fail to see how 5 discs instead of 4 improves the game. The limit of 4 makes it a more difficult engineering challenge to achieve many extra disc autos, which I think is the way it's supposed to be. |
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I think having more discs in the air will simply make the game more fun to watch. Also, I can't see how the 4 disc limit makes multi-disk auto any harder, since there's no position where you can pick up more than four discs except for the centerline, and that only in some cases. I find it hard to believe that in IRI there will be a match with three robots shooting only two discs in auton. Another proposal: if you don't like the idea of making the limit higher, how about allowing 4 discs in auton? Just adding a disc per robot (4 for robots that used to hold 3, 3 for those that used to hold 2). This will give us more action in he begining of the match, higher scores, more discs in the air (read more fun to watch), without hurting teams that can't make their robot hold 5 discs. |
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Might be cool to see the winner of auto mode get 10 bonus discs for use in that match.
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The difference is that last year's rule change was made in an effort to get rid of a "flaw" in the game design. If you don't agree that it was a flaw, feel free to read about what happened at GTR East last year.
And the limit at 4 makes extra disc autonomous routines more challenging because a robot must release at least one of its 3 discs before it goes to pick up a pair of discs. If the limit is 5 discs, a 9 disc auto becomes a real possibility. I'm honestly surprised nobody ever tried starting with 2 discs from the back of the pyramid and doing an 8 disc auto. |
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While yes I agree it would be cool to see more discs flying and higher scores, the 4 disc limit is a pretty big design constraint this season for teams to work with. Last year pretty much every team could hold more than the legal limit so saying teams could hold 4 balls wouldn't have been a problem but this season most teams are maxed out at 4 discs. Starting with 4 in autonomous would be cool! I also like putting 4 on the center line. Makes the mad dash to the middle even more important! Or spin off of that put 6 on the center line but don't put them all next to each other. Put two in the middle and the other four xx feet away from the center line so two-three teams can grab from the center line in auto. Now that would be interesting! |
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One thing to think about is that even if the Frisbee blizzard was brought back, many of the teams at IRI would not have Frisbees left for the HP's to throw. Between super accurate FCS and very efficient cyclers, I'd be surprised if there were more than 15 Frisbees left in the feeder station at the end of a match with a good alliance.
I'll be watching IRI. It's gonna be good... |
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Here's a suggestion:
Obtain enough yellow frisbees to load all robots for autonomous and populate the floor. All yellow disks scored will be worth the autonomous value, during autonomous, or after. This has the added benefit of making the manual scoring audit easier once the match is complete. Might make for some interesting battles between floor pickup robots. |
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If we all expect IRI to be the pinnacle of FRC competition, how can we accurately measure its greatness against MSC, Einstein, Divisional Finals, etc. if the rules are drastically modified in any way relative to how the game was played during the regular season? Even the addition of more ammo would make it much harder to compare the events' relative greatness. In a year when it is generally agreed that not much was wrong with the game design, let's leave well enough alone. |
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+3
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+4
A mentor match would be fun. -Nick |
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+5
Ultimate Ascent was well-designed and fun to play/watch. It was even easy for spectators to understand scoring (even though real-time scoring wasn't always reliable). Most importantly the game avoided "nuances" which typically need to be "fixed" for IRI! :D |
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I think the only possible rule change should be added discs.
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You also allow teams to be more inefficient in their shooting and still get the same results as ultra-efficient alliances (such as that which won Einstein) were able to achieve with fewer discs available. I think to win IRI with no ammo tweaks will require the most teamwork and efficiency in both scoring everything you have available to you and cleaning up what the opponent misses. I like that notion. |
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Perhaps not a rule change so much as a field change- develop a more accurate real-time scorer.
How to do this? I'm not sure. Potentially better weight sensors or something similar- but a more accurate real time score would be nice to have. While I think the return of the blizzard would be cool, and some other potential rule changes would be cool, they're not part of the game as it was played. 2012's change involved changing Qual matches to be more like elimination matches- that's it. There's no discernible difference between Quals and Elims as Ultimate Ascent stands right now- so leave it be. |
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As pointed out by others, the game and current rules were awesome.
Lets not change anything about the game itself.....other than meaningless tech fouls called instead of 3 point infractions where warranted.:mad: |
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Ultimate Ascent is a very balanced is deeper than most FRC games. This year distinct robot archetypes (cycler, FCS, Ground Pickup/7 Disk Autonomous, 30-50 climbers) could be designed and honed to success at multiple levels of competition. As noted before there was no "unbeatable strategy"; driver skill contributed to the outcome of most high level matches, and should also contribute to the outcome of IRI matches. Therefore the only rule changes I would consider are changing are the point values for either the level 3 climb or pyramid goals in favor of an increase. There are already threads which have discussed this but it is worth mentioning again. Beyond that changing the "blizzard" would just create more chaos and confusion as Ed has said.
http://www.chiefdelphi.com/forums/sh...d.php?t=115708 http://www.chiefdelphi.com/forums/sh...d.php?t=114945 Also do we know if the "coopertition Pyramid" has been confirmed for IRI? Also last year teams were allowed an extra 5lbs at IRI? Will that policy continue as well? Also in IRI eliminations there are 4 alliance members with 3 on the field on a given match so how does the process of "locking in" the three teams an alliance wants? What If you want to switch a robot to audible a strategy before a match? In other words does robot selection pass back and forth until both teams are satisfied? |
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I dunno about the students not wanting their mentors at the controls--after all, it gives the students comedy material for years to come!
@ThundrousPrime: I'm 99% certain that the Coopertition Pyramid was an April Fools' Day hoax. Tradition calls for an extra 5 lb or so, but it's checked mainly by "Oh, hey, that item looks new. Looks less then 5, have fun!" For the way the elims run, typically it's 3 primary and 1 backup--the backup will often only play if one of the others can't, or the strategy isn't working with the 3 primary for some reason. (For instance, in last year's IRI final matches, the two backups combined for one appearance in the entire elims, with 330 showing up in the final match the lone play.) Usually, once you say who's going out for the match, you can't change it just because the other alliance changes. I don't know all the fine details on that; just some recollection from 2003/2004 discussions/implementation, plus IRI happenings. |
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I'd like to see G30 softened so that if a defender gets shoved into making contact in the loading zone, the defender doesn't get penalized.
I saw too many FCS defenders fight their way past the blocker, only to get shoved from behind into a foul. Just didn't seem fair. |
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I assumed it's worth 20 points because if you're shooting colored disks into the pyramid goal, one load of game pieces is worth 20 points. That makes it equivalent to last year's penalty. |
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The game itself I feel is great as is, but this is one flaw in the structure of the tournament that I noticed and was reminded of this weekend at Battlecry@WPI when there was a 33-33 tie in the Eighth finals. |
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However, I recall the 2010 IRI competition where the eliminations ran very late (four matches ended in ties!). Team 330 missed their return flight to Los Angeles (perhaps other teams also missed flights). It was a costly venture for their team (though somewhat offset by the Championship trophy!). As a spectator for the eliminations, it was incredibly exciting and emotionally draining. Most of our team members (and other teams) left before the finals were decided to catch flights home. Team travel plans might be a factor in whether or not to keep the tie-breaker in place. |
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I personally would like the tie breaker to go back to forcing another match unless another 2010esq game comes around then a tie breaker clause needs to come into effect. |
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Having plenty of different valued scoring options (ONE, TWO, THREE, FOUR, FIVE, SIX, TEN, TWENTY and THIRTY in 2013) makes it so that a sort of perfect storm of scoring combinations has to occur for a tie to happen. This makes ties very unlikely. In short, with a game design like this year where ties are super rare, I agree with Brendan. It should be fairly easy for the GDC to predict also because you can just look at the sheer number of game objects and the values of scoring and get a good idea of how likely ties are. Odds are we will see a very small number of ties in elims at IRI, but it would be nice to see this addressed prior to the tournament, before someone is forced to decide whether to crown a winner or play another match on the spot when there is a lot of pressure. |
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I don't think there's any small change to the game play this year that can improve on the game much; the GDC really knocked it out of the park.
I like the idea of the penalty for interrupting a climb being modified to reflect the colored disks in the robot climbing as well. (To those who say this is a small change to the game play I say, you're not supposed to get penalties anyway, strategy is the same, therefore how teams play the game is the same, game play is the same). I don't mind the idea of longer timeouts for teams who fell from the pyramid, but understand how it could make matches drag on and as someone who's never fixed a robot after falling I wouldn't know how useful it would be. |
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