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Re: Recycle Rush Farewell
I still say.....and will always say a tether is not a string in robotics competition.
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Re: Recycle Rush Farewell
I think Recycle Rush added some positive elements that can be included in FRC games in 2-4 years, but on the whole it sort of came together into a pretty smelly mess. We don't have any interest in offseason competitions this year, that's for sure.
I still find it totally bizarre that between 2010-2014 you have 5 years of games to draw from. Each game has different elements and pros and cons lists that can draw from each other. I think between 2010, 2012, and 2014 (2013 is just 2012b) alone you have ingredients and themes of game design you can take and make a really really great game. Instead they threw out everything but the field perimeter and the robot weight limit. Seriously, everything else got tossed. I like that it put us on our toes and there are some things in RR that can be used later, but I don't want to see Recycle Rush get the Rebound Rumble --> Ultimate Ascent treatment. |
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Re: Recycle Rush Farewell
The Tethering and Cheesecaking were my least favorite parts of this year's game. Coincidentally, both aspects were covered at some point by FIRST after kickoff day, and I believe they may not have thought through it enough.
The tethered ramps allowed any landfill robot to become equally efficient (if not more so) at the HP station just by adding .5 pounds of ramp and tether. Those HP robot specialists got the short stick with a task that was not much easier than landfill (since the totes came out at an odd angle and didn't fall flat). The cheesecaking essentially removed the downside for high seeds in the serpentine draft if the alliance captain (or first pick) had a good cheesecake. The whole point of serpentine is to allow the low seeds to pick up the best 3rd robots, but even the 24th picked robot could become equally useful as the 17th picked robot (8th seed 2nd pick) at the cost of 1 pound of withholding allowance and a chance for mistake. IMO, cheesecake was a poor decision on FIRST's part and it could have been fixed by saying that your team's withholding allowance could only be used on your team's robot. Other than that, I agree with most everyone else's comments. I hope FIRST listens to the community and decides to revert somewhat back to a contact game with win-loss. |
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Comparisons (a few fairly normal conditions in common):
So in what distinctive way(s) was 2013 like a 2012b? |
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Limited number of game pieces able to be controlled at one time. Similar floor intake mechanisms. Engame based around structures in the middle-ish of the field. Robots designed specifically for the endgame (to an extent I haven't seen since 2007). Protected offence zones in similar areas of the field. Not that I agree with GeeTwo, but the similarities are there. EDIT: Also, I think you're comparing 2013 to 2014, when GeeTwo was saying 2013 was basically another 2012. |
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Re: Recycle Rush Farewell
Someone should totally do an off season competition with the center step removed. That'd be awesome. You'd probably have to make teams have bumpers and just let them add them onto their robot not counting them in the size limits.
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Non-linearity and limited game pieces inherently confuse linear models. For example:
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Re: Recycle Rush Farewell
I actually didn't hate this game!
PROS: 1.) Promoted interesting designs! Less robot constraints this year encouraged innovation and a fewer percentage of teams that simply went with a robot in three days design! 2.) Different design challenge than the shooter games that we have had! I honestly got tired of throwing things. CONS: 1.) Game overall didn't feel as finished as previous years. It felt like there was supposed to be more that never really panned out. I think this had a lot of potential but it almost seemed like the GDC ran out of time. 2.) I'll admit, it just wasn't as spectator friendly as previous years. I personally liked it. I enjoyed the autonomous battles. I loved watching the stacks go up. I just think that for an average person observer it was lacking. |
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However, at weaker events, OPR seemed to be a very good description of a team's contribution, and at all events, the relative rank of OPR also seemed to be a good descriptor of a team's contribution relative to the rest of the field. |
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The engineering challenge of this game really helped many teams focus on offense. Many teams build a defense robot and never take the time to add more features to their robot. Recycle rush was the 1st game that challenged these teams to go beyond defense. |
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