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Re: What could go wrong?
This year's kit frame seems ideal for protecting the electronics and other fragile components. You can take advantage of that lip along the bottom of the frame to mount a piece of polycarbonate and use that to hold your electronics and even the battery. Now all of your important stuff is recessed and should be protected.
I think the biggest thing people won't be prepared for is the opponent's ball. If an alliance launches their ball over the truss, and it lands on top of your robot and gets stuck... that's a technical foul. Possibly two if you can't dislodge it. This is particularly important for any team that intends to catch the ball. Our team is thinking that "catching" the ball is going to be something other teams aren't designing for, and we're designing our robot to accommodate that. This actually lends itself to the previous issue, because if our robot can catch our own ball then it could just as easily catch the opposing alliance's. |
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Everything |
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::ouch:: |
Re: What could go wrong?
I predict a 2003 like situation. The high stacks (assists/catches) will be replaced by robots just crashing into each other (a good defense team can stop/slow down all passes/catches, just like a good defense in 03 could destroy stacks)
Oh, and if anything ever goes wrong with the field (or a robot just drops comms), people will be raging mad this year. During week one, I predict multiple "the field ruined my chance of winning, we were the best, but lost, and the FTA didn't listen to us" threads on CD. |
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Re: What could go wrong?
Here are a couple of things that I think will be easy for many teams to overlook:
1. Transitions from intake to scoring/trussing mechanism This has been touched on by a couple of people, but it's worth reiterating. Looking back at 2008, lots of teams had working catapult devices, but extreme difficulties loading the catapult. It's very easy to design both an intake and auncher, but then to forget to make plans to link the two mechanisms together in a reliable and repeatable fashion. There's a tendency to leave these transitions to the last minute and say "oh, we'll figure that out". That line of thinking has led many teams down a dark road in the past. 2. Penalties for breaking the plane of the field/goal Let me quote a couple of rules that people seem to be overlooking. Quote:
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Re: What could go wrong?
#1 Thing teams will overlook:
Reliable & controllable passes which have low kinetic energy so a partner who is close can easily receive the pass. Lack of practice with passing will be just as bad as overlooking it. It's also the most overlooked thing in Ultimate Frisbee Rec League :rolleyes: |
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Adding to the calls for transitioning the game piece between the intake and end effector, moving the robot with the ball in one's possesion could be overlooked. Some quality contact by a defender into the side of some robots could easily dislodge the ball and create a huge disruption for an alliance.
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Re: What could go wrong?
I think that in elims teams might pick teams that are all great shooters and over look the importance of the assists.
This brings up the possibility of "upsets" in elims by lower seeded teams who can get many assist points. But then again the the amount of assist points you team has plays into your seeding which may make the higher seeds be the teams who are good at assisting. The point is that alliances in elims who have three teams who can get the ball in the 10 point goal but can't pass won't do well. |
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Robot A: Shooting ability = 8, Pickup ability = 6 Robot B: Shooting ability = 5, Pickup ability = 9 I would probably lean toward A depending on the quantity of effective 10 point shooters at the regional. |
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Poorly executed strategies and poor communication between teams as to what to do while coordinating assists.
Do I have to have a shamless plug for strategy mats again? :D |
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Do you guys think that the catchers teams will use will work better or worse than planned?
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