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At San Diego (which then was a Week 2 regional) the minimum was more like 2 robots assisting, and 1 playing defense. I will note however in matches like this one, sometimes, but for the most part it was generally 2 assists, even if it was a slow match with only a couple cycles on either side. However, this may have just been because we were matched with/against some pretty good teams who could assist in some way or another. But in AA you were usually supposed to play defense if you didn't have to currently do anything related to the ball. In the Elims, it was always 3. 1 inbounds into another, that one trusses, one after that scores usually, which was why robots like 3250, 4574, 4583 and 4486 were such good strategic picks. All in all, I think we can all agree that the simplicity of Aerial Assist was its strong point and it's downfall. On one hand, the game was fairly easy to follow, and even if you didn't understand what assisting was you could still get a basic grasp of which side was winning based on general activity, like in Ultimate Ascent, or Rebound Rumble. On the other hand, to engineers it wasn't very challenging, and there were only so many designs that could be innovated. Plus not to mention the sometimes speculation-based rules, and the lack of a 2nd objective (which lead to a heavy focus on a single game piece). |
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Sure, it wasn't worth very many points, but to have a robot that actually did that was eye candy for spectators. Everyone I talk to about Ultimate Ascent outside of FIRST cites the Pyramid as the most amazing thing about the game, because of the complex mechanisms robots had to do them. Like, this and this. In terms of shooting frisbees it was just a spinning wheel with a piston to push the frisbees in, with varying input methods like floor pickup or human player feeding. Though the latter was easily a larger source of points, it was still easier to engineer, whereas the former was a harder, but more visually appealing task. With this game, all the robots really had to be successful was have a consistent way to hold and release the ball. You didn't even really need to launch it, and there were a lot of cases where launching it would've just created more problems than simply holding the ball and then letting goal of it. What this lead to is many "cookie-cutter" robots and strategies, which is the main reason people don't like games like Lunacy. Even though nobody is really "copying" anyone, it's hard to bring a new innovating idea that will actually work and be consistent. |
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On the topic of creativity in AA, adding a good endgame would have been enough to make it more creative. 2013 was just shooting frisbees with wheels, either with a linear shooter or a single-wheel shooter. However, it would have been very hard to top 148's pyramid climb in terms of creativity: https://www.youtube.com/watch?v=zxGa8Z8LUYE |
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Looks awesome, but its probably the worst possibly way to climb - especially if you're the driver. :) |
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Aerial Assist played on the field of Lunacy with two pyramids in the center that you had to send a minibot to the top! There are 4 goals you can score in and in center there are two bumps that span the width of the field! It's basically a mashup of the past 5 games.
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I also generally agree with the criticism that AA didn't offer enough "engineering challenge". While dealing the big ball was hardly trivial, there were no competing requirements that forced compromise. Apart from the 10 points of "mobility" which simply involved driving forward about ten feet in autonomous, every point to be earned involved manipulating the ball. With UA, there were competing space requirements - we'd have loved to be taller or heavier, but then we wouldn't have been able to get inside the pyramid for the much easier "inside climb", and/or been slower about it. For RR, there were definite height (for basketball) vs stability (for crossing bridges or the hump) tradeoffs. Checking back on some research I did this summer, every game since 1999 excepting 2000 and 2014 seemed to involve an "endgame bonus" which was distinct from, and often in design conflict with, the "main game". |
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The reason entire strategies in UA did not revolve around the low goal was that there were almost no robots that were designed to score there. In contrast, almost all robots in AA were designed to have the capability to gain possession of the ball and release it. The lack of low-goal strategies in UA does nothing to discredit their potential in my opinion. An alliance of 3 successful low goal scoring robots (especially if they could 10 point climb) in UA could easily have been a force to be reckoned with come elims. |
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4656 was a local example of a successful low goal scoring robot. As a rookie team with a single active mechanism besides their drivetrain, they got picked early in the second round, beating out many veteran teams with far more complicated designs. All that I am trying to say is that there is always a minimum competitive concept each year, and I don't think that making the MCC for AA was a drastically easier challenge than making the MCC for any other game. |
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