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How can you help GDC make this game better?
Let's get our creative juices going. It's week 1 and make no mistakes, it's a tough game for students, mentors, volunteering referees and others.
If you would suggest the top 3 changes you can imagine so that week 2-champs would be better, what would they be? Reminder: keep them brief, supported by facts, and include expected benefits. It will help all of us digest the ideas. Ready? Go! |
Re: How can you help GDC make this game better?
1) Scorekeepers separate from refs.
However there would need to be a reconfiguration of the touchscreen input system, possibly adding two more screens. And you thought fixing the High Goals was expensive. They could always have a separate scorekeeper paper sheet like last year with the load cell debacle, but that may increase reset times. We used paper at the week zero Suffield Shakedown and it was quick enough, but it messes with the value of the Real Time Scoring. Ensuring that the pedestal lights up the moment a ball is scored in a goal is critical to the flow of the game. 2) Adjust penalty values. Reduce G40 to a foul. Call possession of the ball by an opposing alliance. I saw many instances of opposing alliances touching a ball twice or "herding" during defensive moves. This will improve the flow of the game by making it harder for a defending Robot to recklessly attack any Robot in possession of a ball. 3) More cowbell. 'nuff said. |
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Proposed wording for updated rules on inbounding:
<Proposed G21> ROBOTS may not extend outside the HUMAN PLAYER BARRIER. The current rule prohibits extension beyond the SAFETY ZONE. The HP barrier is the 20" wide zone above the field perimeter pipes.) <Proposed G40> TEAMS may not extend any body part into the FIELD during the MATCH. The current rule prohibits reaching beyond the SAFETY ZONE. G41 (no HP/robot contact, no HP/Ball/Robot contact) should remain as is. This would make the HP barrier a "transition/neutral zone" where either robots or HP's could reach, but there could be no contact between them. You still couldn't lay a ball directly into a robot. I think the same objective could be accomplished by re-defining the SAFETY ZONE to match the HUMAN PLAYER BARRIER. |
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It must be emphasized to every single ref during training that one robot cannot force another to take a penalty. This has long been a core tenet of FIRST except in very special cases. Being pushed into goals, into opposition balls, and out of field perimeter by another robot should not be a foul.
In addition, the rule regarding penetration inside the bumper perimeter needs to be enforced correctly. Damage needs to occur, or it needs to be clearly intentional to generate a foul. |
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1. Need to free up the Refs to allow them to watch the action - not manage the sidelines and the input devices. It was sadly comical to watch how overloaded the hard-working refs were at Southfield, with keeping the iPad stands from tipping over, handing balls to human players, getting out of the way of reset workers, occasionally ducking from errant shots, watching the action, communicating to each other, and entering input into their iPads. It made for inconsistent calls because many infractions were unobserved, while other infractions were observed and called. Solution: scorekeepers with iPads set back from the field.
2. Improve consistency of calls by better training for the Refs in three specific types of infractions: opposing teams controlling another alliance's ball (please just be consistent), inconsequential robot protrusion outside the field (either call it all the time for all robots, or let teams get away with it when it has no impact on a catch or an inbound), and intrusion into other robots (Southfield was horribly inconsistent on this). Solution: better training for refs who are enabled by 1. to watch the action. 3. Improve consistency of the lighting up of the pedestals. The "reaction time" of the field seemed to range from instantaneous (no visible delay at all) to long (~~5 seconds), with the occasional situation where hundreds of people in the stands are shouting "ball!" and the refs hardly seem to notice. (We had an FTA tell us to take the ball off an unlit pedestal after waiting ~15 seconds one time). Solution: be consistent in how you light up the pedestal, every time, and move the pedestals to somewhere more visible to all (I heard someone suggest this yesterday - a great idea). Consistency is the most important thing in my opinion. Ken |
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I also think that two more refs would be very handy, focusing on human actions, but that might just be me. |
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A lot of good action in Week 1. It appeared to me that the "strategy" of upsetting apposing alliance robots was somewhat successful resulting in survival of the fittest. Not sure if that meets the GP goal of FRC though. Maybe increase number of balls on the field to give the robots in waiting something else to do. Make your robots very durable and ready to take some big hits is suggested. :)
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Re: How can you help GDC make this game better?
1. Make the human player box bigger and further from the field. A 6 foot tall hp can easily violate the line.
2. Add 2 refs to call HP violations. HPs are grabbing balls off the pedestal before it lights up in addition to violating the tape line. 3. Make it clear to field reset they are an integral part of the game and train them well before the start of the first match. My suggestion to just make it better, are you listening IRI committee? Allow multiple balls to be played at once in teleop, but make the trade off if you have multiple balls on the field you lose the bonus cycle. You will see real strategy discussions and variations on game play and end game if this was the case... |
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Bring back the 2013's safety net. I hope FIRST still has some. It would ease the burden of returning the ball to play. Only the human players stand inside, and there are openings to impound the ball at the start of the cycle. Also put a net behind the goals to catch shots and make it easier for the volunteers.
This may not work, there are teams with launchers that would obliterate last years net. |
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Disabled robots may be used to gain an assist by having the ball deflect off them. An alliance is at a large disadvantage in gaining assist points if one of their robots become disabled.
Many matches in Central Illinois had disabled robots, and the alliance was only able to obtain a maximum of two assists. |
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Reduce G40 to a foul. Make the field barrier the line not to cross. It's incredibly hard for human players to keep their hands behind the safety zone. If you stand with your heels at the back of the box and stick your arms out straight in front of you your arms cross the edge of the safety zone, that's silly.
Refs need to be reallocated. They have too much to do and frequently forget to relight the pedestal until teams remind them. |
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As it's been stated before, the refs need to be better trained in certain situations like forcing a penalty and they need to freed of most of their responsibility. It's absurd to try and make the referees watch up to 6 robots and keep score and keep track of assists and keep track of penalties and keep track of pins and keep track of the pedestal and... the list goes on.
Scorekeepers are absolutely needed. The referees have too much on their plate and it was very apparent. Missed calls after missed calls, with a thrown in miscalled call. These people are volunteering. We might have all forgotten that recently. |
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Here's a new one, but it's not something game breaking:
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I was looking at the different definitions of possession and this seemed to be ignored both for the alliance and when the opponent did it. “trapping” (overt isolation or holding one or more BALLS against a FIELD element or ROBOT in an attempt to shield them). Perhaps add a time much like the pinning rules like the ball needs to be held for approximately X seconds. Perhaps I am interpreting this incorrectly but I saw tons of robots pressing the balls against robots and field elements and no possession called. 2. G25 ROBOTS on the same ALLIANCE may not blockade the FIELD in an attempt to stop the flow of the MATCH. This rule has no effect on individual ROBOT-ROBOT interaction. The defense in many cases was intense and if two robots were defending one it seemed to me to be bordering on blockading. I suggest that they expand on this to limit defense to 1 on 1 defense. 2 robots ganging up on one just is not fun. 3. add a coopertition bonus: If an alliance achieves 60 or more assist points in a match they receive a bonus. The assist value seems too low in point values considering that is what the game is named after! |
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<G28>
What we have here is nearly the identical situation we had in 2008: - The GDC chose a very large playing object. - Because the object is so large, it is essentially impossible to obtain the object without extending beyond the bumper zone. - In order to play offense in Arial Assist, teams must have extensions in order to pickup and/or pass the ball. - because there is only one playing piece per alliance, many teams are assigned to pure defense roles. - What we saw at Southfield this weekend was defensive teams waiting until the offense reached out to collect the ball, and then hitting them in an attempt to draw a foul. Often this worked. Once a defense team successfully drew a penalty for this, either accidentally or purposefully, we observed them seemingly doing this more deliberately in later matches. Honestly, who can blame them?; if a team built a robot which cannot score, and they suddenly realize that they can quickly score 50 points by ramming others at the right moment, they will modify their game play to try to do this again. - So, when it comes to rule enforcement on G28, the key question is this: Should we penalize teams who are simply attempting to play the game as designed when defenders attack them as they attempt to collect the ball? - Team A builds a complex machine which can collect and throw the ball as intended by the GDC. - Team B builds a box with wheels. - The <G28> rule as it stands puts all of the risk burden on Team A and none on Team B. Is this what we want? Continuing to enforce this rule as we saw in week 1 will discourage teams from rising to the challenge of the Arial Assist game design. I believe we should reward teams who try to solve the problems FIRST presents to us, not penalize them for trying. Enforcing this rule with respect for offense and defensive roles will help. Defense team do not have to crash into other teams' collectors. It is quite obvious that many of them are willfully engaging in these collisions. Obviously this is a tough thing to police. Certainly, enforcing it only in situations where "damage" occurs will help as others have already suggested. My own team got one such penalty this weekend, and ironically it was our robot which was damaged, not the defender in that case. Better defining exactly what constitutes damage will also help. The FRC manual states: FRC is a full-contact ROBOT competition and may include rigorous game play. While Game and ROBOT Rules limit severe damage to ROBOTS, Teams should design their ROBOTS to be robust. To me this means that minor, incidental damage is to be somewhat expected. There does not seem to be universal agreement amongst the refs on what exactly damage is. If a team makes a fragile robot, who's fault is it when it breaks? Eventually, most of the reffing staff got it right in 2008, so I think this can be done properly in 2014. The Southfield refs seemed to be already handling this better on Saturday IMHO. In addition, this penalty is much, much too heavily valued. 50 points is simply way too much. In week one, the average per team contribution per match was 19 points. Having a situation in which a single infraction costs more that 2 matches worth of team contribution is a complete game killer. This penalty should only be 10 points. |
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1. Have 6 refs out ont the field rather than 5. Each ref will be assinged a bot to watch throughout the match and will let the refs catch g14.
2. Have scorekeepers to free up times for the refs because of the lag at the scoring tablet. 3. Have balls that go out of play be put back where they were tossed out instead of taking 5-15 seconds for them to be moved back to the driver stations. |
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Find 1 person per alliance to score possession for each alliance, the truss points, catch points and when they are scored.
So basically separate scoring and penalties. This would make the game a lot like last year where the refs are concerned by the rules of the game and not the score. |
Re: How can you help GDC make this game better?
as it was mentioned above:
"It must be emphasized to every single ref during training that one robot cannot force another to take a penalty. This has long been a core tenet of FIRST except in very special cases. Being pushed into goals, into opposition balls, and out of field perimeter by another robot should not be a foul." I saw this happen yesterday....a 50 point foul. Same game, another robot intentionally capsized another robot with their arm, only a 20 point foul. I saw a LOT of battle bot action during the meet; especially in the final rounds. while it's exciting to watch, it's heartbreaking to see robots intentionally damaged in defense. What is this about gracious professionalism? |
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And I will say this: The IE field reset crew was quite good at getting the ball, regardless of color, to where it needed to go, very quickly, particularly by the end of Saturday, and they didn't slow down much today even with having to train a new half-crew or more. |
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With so many penalties and the fact that it is very difficult to throw and not incur one, this makes the most sense and the easiest to fix. |
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What would really help is if teams read and understood the rules.
It's easy to blame FIRST and the volunteers for everything that is wrong but the teams also need to take ownership of alot of the poor play on the field. In the past teams that had no idea what they were doing was not such a big deal because they could be carried by stronger teams who did everything. This year you need everyone to do their job or else the alliance suffers which makes alot of team uncomfortable having to trust others who they never trusted before. |
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There were definitely teams trying to game the system on this one until the refs caught on. |
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During qualification rounds, allow 2 red and 2 blue balls in play.
During elimination rounds, allow 1 of each color (as it is now). |
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G12 needs two penalty levels. I can understand a 50 point penalty if a robot picks up an opponents ball, but contact with the ball that is marginal should be a smaller penalty.
Here's a case in point: http://www.youtube.com/watch?v=lsyx0QmpPlk#t=138. Watch the action near the far blue inbounder zone at the 2:24 point. The ball bounces off the red defender while the defender was trying to play robot defense against a blue robot. The result was a 50 point penalty that turned a 34 point win into a 16 point loss. |
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In my mind, this change will bring about two benefits - it will make the quals much more watchable, and it will reduce the amount of robot-incurred robot damage before elims begin. Not just from aggressive defensive play, but from the scrum that results from a red and blue ball, loose on the field, in the same area. Also, JVN noted that this would be an awesome 2v2 game. I'd like to see that - even if it's during exhibition (mentor?) matches at an offseason event. |
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I forgot my other idea that would make arguing with the refs over scoring for assists and trussing less of an issue when teams forget to clear the autonomous balls.
PUT A WHITE STRIPE AROUND THE AUTONOMOUS BALLS!!!!!!!!!!!!!! I can't tell you how many times teams on the field and people in the stands lost track of the fact that the ball being played was an auton ball that rebounded down the length of the field. Just put a stripe on the ball so people can tell there is a difference. |
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I mentioned this match in the other thread, but here is why something needs to change as far as how scorekeeping is done.
http://www.youtube.com/watch?v=_6pHN2gB_8Y Watch the match, and determine how many points the red alliance scored. Then check out the official score. It's quite an eye opener. EDIT: For those scoring at home, there was a truss pass with about 10 seconds left in the match that was after the video got cut, so add 10 points to your score for that. |
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I'm going to be short and to the point here.
1. Scale back the value of the penalties. The scaling of penalties is completely out of whack when compared to the point scoring potential for an alliance. This is causing penalties to have an overwhelming impact on matches. 2. Allow for certain rule infractions to merely generate a warning for inconsequential actions. The warning will serve as a deterrent, and the match is not unnecessarily affected by an action which did not impact the result. If a team repeatedly performs the same infraction, issue an penalty. This would be similar to a yellow/red card system, but applied to fouls. Actually the better analogy is basketball where you're allowed to commit a certain number of fouls that don't affect a shot, before your opponent is awarded free throws. |
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EDIT: I see from Spyder you only got 66 points. |
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15 mobility 20 for 1 hot auton high 20 for 2x Auton balls scored high in teleop 80 for 2x 40 pt cycles (2 assist, truss, high goal) |
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Similarly, low goal incursions and extending outside the field perimeter when being pinned to the goal/wall by the opposite alliance happened quite often, and sometimes the G14 violator was not penalized, and the incursion/field perimeter foul was assessed instead. Quote:
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During our Elimination matches at Hatboro Horsham, our scores seemed to be lower than expected, due to some missed auto points, and missed assist points, but we weren't all that concerned since we were winning matches. Then, in Final 1, the posted score was 79 to 59 in favor of the Red Alliance, even though both Alliances* had been scoring in excess of 100pts in each of their previous rounds. (*Semi 1-1, #1 alliance scored 99pts.) After an intense post match discussion with the head ref, we found out that the initial assists on either end of the field were missed for both alliances, and that some of our previous "same zone" assists (Robot A passes to B in Z1, B moves to Z2) had not been counted as assists in earlier matches... Thankfully the missed assists would have only corrected the scores on both sides and not changed who won the match, so we went to Final 2 where the scores were correct, but it makes me wonder what else may have been missed through the course of the weekend. It seems like the ideal solution would be to have one scorekeeper for each alliance, sitting at approximately mid-field and have them track the ball. We might not get 100% perfect results, but they'd have to be better than now. |
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...if the field isn't lighting up correctly in a timely fashion, than THAT needs to be fixed. |
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This game has potential to be great fun if these issues are addressed. A huge issue is the foul calls. We saw up to 150 points of fouls at GSDE - in the ELIMS! We personally got called on 2 50 point fouls in the FINALS!! Foul points decided many matches. The head ref was overruling the vast majority of fouls by the end of Sat (two tech fouls called on our bot were annulled in final match 1).
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This year's game seemed kind of boring. No offense. 1 ball per team? really? Sorry.
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As I posted in the G40 rule thread:
In past games human players were closer to the field and had smaller,more difficult places to stand. There was a rule that another robot could not interfere while loading. This is another way of helping us with the safety issue. I did not see (doesn't mean that it oesn't happen) robots over the barrier when loading. To have the HP load a robot that is not being bashed by another to prevent them loading the safety factor is huge. Just think, even with the existing rules HP's can get hurt by flying pieces from robots being hit and parts breaking. Put in a no touch loading zone. This will increase on field action with more robots being loaded and fix the safety issue. Remove safety zone for HP's but retain the no reach over field barrier. |
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After playing in week 1, here are my suggestions:
1. Move the human player box back so that it is nearly physically impossible for a person to reach out into the safe zone (or the field perimeter or wherever you want to make the penalty start). This is a SAFETY ISSUE. You can't have a penalty which is inconsistently called be your safety system. Design the safety INTO THE FIELD SETUP. (This is equivalent to putting a guard to prevent access to a pinch point vs. telling people "be safe!"). One is true safety - the other is more safety theater. 2. Place a piece of clear polycarbonate over the pipes above the driver station. Balls bounced back out of the goals quite often. Since very, very few teams have a full regulation field, it was quite a surprise for many when their carefully tuned shot bounced right back out of the goal. Since the practice fields do not have these bars, it was pretty difficult to try to fix the problem. The first change would ideally be made by making the pipes that separate the human player from the field longer so that the player was physically kept further from the field. I understand that this might be problematic (i.e. costly), but a very simple solution would be to move the tape marking the box further from the field. We are used to playing games (basketball, baseball, football, soccer, etc.) where the field is not defined by an invisible vertical plane, but by where your feet contact the field itself and keeping your feet in a zone is something that many more people will be able to DO as well as understand. The second change is a simple set of several polycarbonate sheets placed over the two pipes above the player station. A few well placed holes and a few cable ties or straps and that should be good to go. Both of these changes would make the game much more spectator friendly, and allow teams to play in a more "natural" way. They also do not require any sort of major re-writing of rules or penalties. - Mr. Van Coach, Robodox |
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http://www.youtube.com/watch?v=lsyx0QmpPlk#t=138 Southfield Q-042...(Watch this qualifying match video) Can anyone who was actually there and witnessed this match explain what actually happened? (The previously referenced video above also shows the same kind of stuff happening too). First watch the lower closest red alliance bot w/ no ball...(Appears to be placed on the field backwards looking at the launcher and the auto results...Was it penalized for crossing the truss? If so I certainly missed the flag. (though it isn't hard to miss as both flags were untouched throughout the match). Then watch the blue close sidelines HP throughout the match and all the interaction between the head ref, and 2 field reset volunteers and the HP...What was that head ref (and the volunteers...3 all had input w/ that poor HP), doing on that ball switchout? Plainly a blue ball was on the field when he hands the HP another blue ball, then takes it away, then another is handed immediately to that HP in the very same move.....Ouch, it was flat hard to even watch. I couldn't imagine being a contestant in such a match on that field after watching that painful to watch mess. -After watching that I'd have to flat say "if the mission is to improve the game"....I'd personally say scrap those sideline HP zones and return the ball to the field at the place where it went out, and do it quickly. But, I never actually agree w/ tinkering w/ the game design after the release....Play it as it was designed. |
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Disclaimer: I wasn't actually there, this is just what it looks like. |
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Based on reports of refs not noticing dead ball requests from alliances, a simple fix would be to supply one (or more) air horns for an alliance to get the ref's attention. Using the air horn at any time other than to signal a dead ball would be a 50 point penalty. Maybe these could also be used to inform the ref that the pedestal has not been lit when it should be. These could be picked up locally by event coordinators for week 2, and packed in the field cases for following weeks.
Far cheaper and simpler to implement than any electronic or driver station based change. Example: http://www.uline.com/Product/Detail/...Q&gclsrc=aw.ds |
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As for the ball, Gregor is correct that the ball was not scored, which is why it was handed back to the HP. The head ref then turned around to see another blue ball on the field (presumably the other refs had given credit for the score), which quickly bounced out on its own, so the head ref I guess thought it would be OK to just keep one blue ball in play and fix the score later. |
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AND This:
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Red and Blue vests for Human Players so it's easier for field reset to get the ball to the right person. Don't make people think on the spot with people yelling, they'll screw up.
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One thing I want to mention in regard to my previous posts in this thread: I think that the referees in Michigan do an outstanding job. I've watched the videos of a lot of matches from Southfield and I must say that Gary Voshol and his crew did a lot better job than I would've done. There were a few match videos that I watched that I was actually shocked at how well they did given the events of the match.
My issue is that the game this year and the current setup are flawed. Individuals are rarely to blame when errors begin to arise - you have to ask the 5 whys and figure out the real cause. It's almost always a systemic reason. There were a number of great suggestions in this thread. I hope that some are implemented. |
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Having observed the ref's this past week end while sitting in the judge's chairs along side the field (great vantage point in some respects, lousy in others) my observations are as follows;
Things that don’t change the rules 1) corner refs cannot watch everything that is going on. If they are watching on field action, they cannot watch sideline line activity very well. In one match, a human player ran after the ball that bounced out of the field of play almost to the stands and back - Un-noticed by the ref - I asked about the rule after the match and the ref told me they didn't see it happen. I suggest getting additional ref's to monitor sideline infractions. 2) Robot extending into opposing robot - obviously in place to limit damage to other robots internal organs. If you designed a pick up device that extends (which most have to do to pick up the ball from the floor) - you knowingly chose to take a risk in doing so. I strongly advice, making sure the arm is retracted in your robot space while driving around in reckless abandon. These robots are really fast, interaction is going to occur - on purpose! Be smart and don't put yourself in a position to get a penalty - unless you don't care about getting them. And don't cry that you cannot retract the device - that should have been thought about, so go fix it. 3) add a couple posts extending upward in front of the refs to protect them from errant shot balls – the refs would not need to panic, flinch, or worry about getting hit - and it is a simple field change with some T couplings and pipe. 4) human player interaction penalities - LEARN the rules and stop doing stuff that might earn you an infraction - Like it or not, that can be fixed by training and practice - no excuses. 5) Mark the auto balls (as suggested - great idea) Things that would change the rules 6) put a podium in each corner of the field, and always have a ball on each one of them at all times 7) make it the responsibility of the team human player to place the next ball into the next cycle - and if they mess up and have more than one ball out there at a time (shut off the signal to all of that alliance - game over for them) – only do this in conjunction with marking the auto balls and #6, plus you could eliminate podium lighting delay issues. Have fun! Remember, it’s only week 1 – things will get better! Mike |
Re: How can you help GDC make this game better?
In my oppinion, making the following tweaks for week 2 will make a world's worth of difference.
1 - Like many have already mentioned, g40 calls have absolutely killed a lot of matches. 50 points is an absolute match killer. I completely understand the desire to keep human players safe, but I would recommend making a change so there isn't a penalty if the human player extends beyond the BACK of the human player zone to allow them natural full range of motion in loading balls. Many human players have arms that are long enough that it doesn't give them enough room to comfortably operate. This is one of the primary reasons for crossing into the safety zone and incurring the penalties, I feel. Allow them to guage where they need to place their feet in order to load balls as desired without crossing into the safety zone. Also, I would change it to a 20 point foul with a warning before hand. If you warn them to watch the safety zone and they still end up crossing it later in the match, then feel free to penalize. Just make sure they understand that they're doing something in the wrong so they don't keep doing it unaware they're crossing that invisible boundary and incurring fouls. 2 - Add in a score keeper for each alliance that also control the lighting of the pedestal. As soon as a ball scores, the points go up in real time and the pedestal lights. It's really a small problem that has an unfortunate ballooning impact on the game. Time is everything and the referees need to focus on the robot to robot interaction. Allow the score keepers to follow each ball and responsible for lighting that white barrel when a ball is cleared. Again, this echoes what many have said already. 3 - In terms of robot to robot interaction, make robot contact to anything inside bumper perimeters an immediate 20 point foul. Inconsequential or not. And it must be called. Every time. If the robot is a repeated offender or if any contact is a direct cause of immediate significant damage to another robot, that's a 50 point technical foul. That also needs to be called every time. This will make every team's drivers think twice about how they're going after playing defense and make them play it the proper way, the safe way, with focus on bumper to bumper contact only. This will make drivers retract intakes or orient their robots so collisions occur on sides where damage done by extremeties will be avoided. This will be a huge benefit to every robot's long term health this year and will also keep all participants safer. Hopefully, this will also discourage play that breaks down into glorified battle bots, resulting in very unwatchable contests. This game is a great one to watch when alliances are working that ball strategically across the field. I love the cooperation needed to play this game well and while defense is a big part of the strategic game, it can't be allowed to break matches down into a glorified robotic slug fest. Robots can't get away with blindly ramming away at each other and double (or even triple) teams on the same robot. This trickles into another rule, but blockading needs to probably be reworded (or at least enforced) so that the double and triple teams on one sole robot are eliminated or highly discouraged. We blew our main breaker in the match we were eliminated at CIR trying to work through the double and triple teams of the other alliance pushing against us in attempts to keep us from getting that ball up. Strategically, it was smart, but very very frustrating to play and didn't make for a fun match to watch either. I don't think that is what the GDC intended, at all, I'm sure. I do feel this game has a lot of potential if something is done to eliminate some of the above concerns. Hopefully, a rules change/update/focus allows for the real potential of this game to shine through moving forward the rest of the season. |
Re: How can you help GDC make this game better?
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