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Re: Week 2 Live Discussion
No platform battles in Central Valley...when done it was a one sided affair. Mostly two or two + 1 with two bots.
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Edit: Since I just remembered coopertition doesn't impact playoffs, i guess it will be a short conversation. Carry on! |
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Not sure if we'll see that much in terms of RC wars for a few weeks, perhaps nothing really game-changing even until District Champs... |
Re: Week 2 Live Discussion
Any game where you are better off not putting alliance partners on the field is a bad game.
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Re: Week 2 Live Discussion
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-Disparity of ability: even with growing COTS market for effective robot design, some of the COTS parts fit design paradigms that do not exist in this game, or at least do not align with successful strategies of Recycle Rush. This leads to more manufactured parts by fewer experienced teams, more things that break or even worse, don't work, and budgets with little recourse to rectify either. -Lack of fallback strategies: Recycle Rush is not a game where "fallback" strategies exist. Third partners with broken/inefficient/risky (I'll get to that later) robots do not have a role they can fill for the alliance except to not exist at all in some cases. -Your Own Worst Enemy: Litter excluded, the game does not provide any real defense except for gravity and the incompetence/bad luck of yourself and your partners. By removing the lowest common denominator robot from play in some cases, their physical presence not being on the field eliminates variables and minimizes risk. For higher seeded alliances that are able to capitalize on the disparate play of "the field" they are up against, it makes more sense to minimize risk if the game looks in hand without them. -Very limited field of play: this amplifies the other issues. Whereas the field of Aerial Assist was 95% open and flat, the Recycle Rush field loathes the concept of uninterrupted carpet. With two of the largest, heaviest, and most rigid game pieces in FRC history, half the field cordoned off, a good 1/4 of the field you can use covered in the bumps, plus the 2 feet+ of the landfill zone, there is barely any room for a third team to operate well if the other two alliance partners can run an efficient and successful enough operation by themselves. There are other issues but I'm trying to get other work done and staring at CAD at 3:30 AM local time so I'll come back later |
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The disparity is huge. I am not a fan. -Mike |
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Games need a low entry barrier (a low skill floor), but they need a high skill ceiling so that newer teams can be involved and useful while still providing a challenge for veteran teams. This game has a very high skill floor, and a relatively low skill ceiling, by week two we're getting alliances that are only 2 stacks away from the effective score cap, once you run out of RCs it's almost a waste of your time to build uncapped stacks. |
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Inspiration-Catch It! |
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This is something that teams could discuss in the queue. Destroying the array on the left in front of the scoring platform and plowing the totes onto it is the same score as a stack without an RC, however the horizontal real estate is limited. It gives an opportunity for teams with modest abilities to contribute to the score. 4048 only did this after they had contributed to co-opertition. |
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Re: Week 2 Live Discussion
https://www.youtube.com/watch?v=yDJpAq3zAcI
Here is 4048 not pushing them at all and they still ended up getting a 6 stack with us team 61. You see we take from the landfill, but it would of not matter if they push them. |
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Not a fan of the this years game and rules. |
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In 2012, you were given foam basketballs, and they roll around while your robot picks them up and shoots them. In 2013, you load your frisbees into your robot and shoot them into a goal. In 2014, you just gather a large exercise ball and launch it. None of these games had game pieces lying in a specific orientation, and they were not immoveable without an active roller intake. 2013 has elements like the human player station, but the game pieces were small and simple enough to build your robot around the human player station. This year's game is a great engineering and design challenge....for veteran teams who can handle it. |
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