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Re: The Aerial Assist Playbook
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However, I did want to point out that passing over the truss to a human player is REALLY easy. Watch! http://www.youtube.com/watch?v=WjSUAmLFnwY |
Re: The Aerial Assist Playbook
Pi3th0n,
We most definitely agree that a pass to a human player can be a simpler route to complete a play. However it does not change the maximum score the alliance will receive per cycle. It may change the speed at which the cycle is performed, but we didn't allow for this variable in our app. The play is the same, whether your team chooses to use the human player or not for the respective combinations. We encourage teams to use our app as a starting point and make changes for their own custom plays as they see fit. Thanks for the input and please be sure to share the app! Good Luck! |
Re: The Aerial Assist Playbook
Sorry for asking, but is the link up yet?
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Re: The Aerial Assist Playbook
Alexander, here's the public dropbox link with all the images! :)
https://www.dropbox.com/sh/k5sswzjigakehca/KudWvOHis6 |
Re: The Aerial Assist Playbook
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Re: The Aerial Assist Playbook
Make sure everyone downloads the update! In Version 1.2 we further optimized a few alliance combinations, and please continue to give us feedback!
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Re: The Aerial Assist Playbook
Me again whats up.
Anyway looking at it, this is just completely up to you guys I have no experience in designing apps and so the fact that you guys did this in 2 days blows my mind but I have an idea for The alliance member aspect. Could you somehow set it so that you could chose what abilities a robot has? So when I got to select alliance member one I could go through check boxes one could be saying its a shooting and a pushing robot? |
Re: The Aerial Assist Playbook
IronicDeadBird, that is a really good idea and we'll keep it in mind for future updates and apps. Thanks for the feedback!
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Re: The Aerial Assist Playbook
For anybody that's interested in adding more variables, I'll mention that you're perfectly free to play around with numbers using a spreadsheet, pen and paper, etc. I played around with those numbers for a while during the build season and felt that it was a useful exercise.
Now that we have some real matches to watch, a person can put some realistic time numbers into the math. How many seconds does it take a good inbounder to control the ball? How about a poor inbounder? How many seconds does it take to shoot the ball over the truss with no defense? Etc. It would be a good project for somebody who has time on their hands and wants to get a bit of a strategic edge. Add in the time element, and you can do a better job of optimizing the strategies. Naturally, the specifics of the robots and drivers and human players will mess up the math and cause you to throw out the theoretical numbers sometimes. But it's still a fun exercise to see what the numbers say. |
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