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Re: Mythical Six Week Build Season
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Re: Mythical Six Week Build Season
For me, the build season is a major selling point like Al mentioned. When you tell the general public that a bunch of high school kids built this fantastic robot in 6 weeks - they are always astonished. I typically correlate this to a real world competitive bid for a project demo - if you don't have a working demo at the deadline, you're out!
The main thing I worry about with regard to the 6 week build season limit is newer teams that compete for one or two season and then fold. The first year I mentored we failed spectacularly (caused by our lack of knowledge of "what works in FRC" training resources). While it was a great "learning experience" for the kids, most of them did not return the following year. I recall seeing some statistics recently about returning percentage of rookies being quite poor (someone better at searching - help me out here). My experience is that FRC can be quite a steep learning curve and that with more time, newer teams would be more successful and want to keep participating. My suggestion is to keep veteran teams on the 6 week schedule and allow rookies an extra 1-2 weeks before bagging. My reasoning is that they would get to see other robot reveals, catch up if they are behind, tweak their design slightly based on reveals of top teams or get in some driving practice to ultimately make more competitive robots. Since many regions have pre-ship scrimmages rookies would be able to see their robot in action and then make some tweaks over a longer period (typically there are only 3 days between scrimmage and bag). This would hopefully improve their experience and make them want to return. I realize that in some cases, this could be abused to give these teams an advantage. Similarly, 2nd year teams that performed poorly in their rookie year could apply for an extra week and FIRST could allow this on a case by case basis. I am assuming a bad experience is the primary reason teams do not return, though it can also be loss of funding/sponsor/teacher/etc. I also realize the logistics of this proposal could be significant. I am confident CD can help shape this into a better idea. In my experience the best measure for student success has been the ratio of students to mentors. The more time students get to spend with mentors the more they learn and the more they get out of the program. With a longer build season for rookie teams I think there would be more time for students and mentors to work together. Most new mentors I have met seem to ease into FRC and only come once a week. Since this discussion comes up every year, I think FIRST should poll teams about build season changes as part of the year end survey (or perhaps a pre-season survey). -matto- |
Re: Mythical Six Week Build Season
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Re: Mythical Six Week Build Season
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The issue is we need to build a 2nd robot, and sometimes per team (we have 2) to be competitive and have time to train the drivers on that year's robot even with 20 years of experience in how to build FRC robots. That's at least 2-4 control systems cost and the load of both this work on the mentors and the contributions on the local community. To some level that scales with the number of participants and to some level it does not. Also it's one of motivation. Once the season ends you've quick burned the time. Mistakes are being made you can't undo and you burn your resources out. Plus when you go to your respective work leaders and tell them it's merely 6 weeks you are not being honest. It's not really 6 weeks. If you go year round you have a side job you probably pay to work. If you go less than year round it's very likely more than 6 weeks. So how would you expect those mentor employers to react to your mere 6 week engagement turning into 10, 12, 16 weeks when they expected it to end? I know that if I start doing this year round - I am trading the sprint for the long term vision otherwise my coworkers will rightly ask which is my real job. Quote:
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Re: Mythical Six Week Build Season
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You are choosing to put that added work on yourselves because you feel the benefit outweighs the cost - but it's not something that is required to be competitive. |
Re: Mythical Six Week Build Season
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While in a regional format, you can put a bad event behind you and pick up a clean slate in your next event with an improved robot. In the district format, if you have a really bad event, you've essentially condemned yourself to missing DCMP and CMP. 1712 learned that the hard way in 2013. We simply weren't ready for our week 1 event, and missed the eliminations as a result. Despite great improvements at our 2nd event, we missed DCMP because we had put ourselves in a massive points hole. We still competed in week 1 in 2014 because we hate back-to-back events even more than we fear week 1, we skipped out on the very local (and very awesome) week 1 event in 2015 and are doing so again in 2016. It makes much more sense for us to have the extra time to work on our withholding allowance and test our programming on our development chassis (as well as get some lessons learned from watching earlier events). Even if we're competing against teams who are now going into their second event, guaranteeing we have something functional prevents us from prematurely ending our season. If bag day was removed, I anticipate this aspect would become far more pronounced. Especially in the district format. |
Re: Mythical Six Week Build Season
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Re: Mythical Six Week Build Season
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It may be that your team's circumstances enable you to get this absolutely right and your drivers trained in 6 weeks. However plenty of other teams have this issue beside Team 11 & 193 (who has stuck with one robot as they desire). So I'd love to see a poll of how many teams build a 2nd robot because they feel they need to and as an option because they want to. It's hardly just an engineering issue. There's weather. There's logistics. There's the 2 pizza problem (remember we are student led and there are a lot of students). The fact we hold the FLL championship for NJ, an FTC competition and an FRC district event. Again when you compare teams you need to really think about what loads are on those resources. Sure we could make some choices to make the problem smaller - the point is making these choices comes at a price not just for our teams. Also do not discount luck in the competition itself. Sometimes the difference between success and disaster is just luck. For example Tom posted below that your region matters. That's just luck you happened to have competitors between you and your achievement that weren't better able to stop you or get lucky themselves. |
Re: Mythical Six Week Build Season
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Re: Mythical Six Week Build Season
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I suppose we (and many others) may have different definitions of "competitive". -Mike |
Re: Mythical Six Week Build Season
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I agree with this alot. I like the stop build day. If we were to get rid of it, I feel like it would create an even bigger disparity between the elite and rookies. The elite would have several robots by the end of the season, and there would be a lot of cloning... Also think of all the fun times that we would miss. 1114's harpoons would not be such a cool big deal! They would be pre-build to a specific robot that would play like junk in quals so they would be picked. Part of what i think makes FRC so great is the pressure. The pressure to get your design. It simulates a real world job where you must finish a project by a certain time. Getting rid of stop build day would I believe lower the fun and lower the number of unique designs, and working with what you have. |
Re: Mythical Six Week Build Season
Removing stop build day won't make the elites better.
The elite teams already are skipping stop build day via practice bots. Elite teams already are doing complete robot rebuilds |
Re: Mythical Six Week Build Season
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Re: Mythical Six Week Build Season
I've seen a few responses mentioning design convergence if we were to eliminate robot bagging. While I'm not necessarily against this, I do see a way to put a bit of a damper on it. We are already required to submit a Bill of Materials, though it's not looked at too closely. If you wanted to limit in-season changes, implement a "feature-freeze" using the BOM.
Teams would submit a BOM online after 6 weeks listing the normal stuff, plus a short list of their robot's subsystems and 'Planned Additions'. These would need to be specific (say "Floor pickup for Game Piece A" and not "Change robot to be better"). Basically, you can make additions, but only if you came up with the general concept of it on your own. This doesn't really prevent copying subsystem designs so much as copying strategies. This would not prevent can-grabbers from 2015 or minibots from 2011, because everybody would have put those things on their Planned Changes list. It was obvious from the design of the game that those mechanisms would be important. I see this as more of a game design flaw rather than something the rules need to address. Even if we had strict bag rules and no practice robots allowed, teams would just make them at competition. This would not prevent redesigning existing subsystems (copied or otherwise). Teams routinely redesign intakes, shooters, and such, replacing their original designs under the existing withholding allowance rules. This wouldn't change. This would prevent a team from copying something like 118's bridge hanger from 2012 (had it been legal). If you don't declare at 6 weeks that you might build a device for hanging from bridges, then you can't add it later. Similarly, probably a lot fewer teams would have had stingers. This would also prevent a team from copying something like 71's unique drive system from 2002. A team would have to have planned to build a high traction 'walking' drive. If they simply planned to 'drive' they'd be able to change wheel types/sizes, gear ratios, and other tweaks. Switching from tank to H-drive would also need to be declared ahead of time. Teams would be limited to functionality improvements for their existing subsystems, not functionality additions. Minor Bonus Effects: Encourages stopping design in favor of drive practice/polish, discourages overworking after 6 weeks, and encourages teams to take a better look at the rules. My Personal Opinion: No bag, no limits. My BOM system would be harder on the bottom group of teams than the top because of the experience difference. Many teams didn't think about can-burglars at all last year because running out of cans was so far off their radar. It'd be frustrating to see all these designs you aren't allowed to build. That's not inspiring or fun. |
Re: Mythical Six Week Build Season
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I think 2014 is a good place to look to see if the majority of teams would really clone another robot. It was pretty clear early on that 254 had a very special design once you saw the robot. A lot of teams could have probably used withholding and COTS parts to build something that cloned their robot, but to my knowledge none of the elite teams did that because they believed tweaking and getting better with their own robot had a better likely hood of success. The equation wouldn't change all that much if you got rid of stop build. |
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