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-   -   2016 IRI Rule Change Suggestions (http://www.chiefdelphi.com/forums/showthread.php?t=147485)

Travis Hoffman 02-05-2016 12:43

Re: 2016 IRI Rule Change Suggestions
 
I apologize if such lunacy were suggested already, but since it seems many are considering breaching to be an afterthought, and greater visibility is desired...

Remove all defenses entirely. Bare carpet. Leave the secret passages. Field resetters, rejoice. Cycle times would greatly decrease - more matches per team.

2016? Meet 2014. Declare a safe shooting zone where the defenses used to be. Meet 2012.

Increase tower strengths to 15...or 20.

PaulJeffs 02-05-2016 12:57

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Chris Fultz (Post 1576460)
Each year, we look at what official rules might need to be adjusted for IRI.

We have the benefit of seeing how the game is played, and we can adjust the level of difficulty (when needed) to match the level of play we see at IRI.

Gneral guidelines we use are that we won't make changes that are a major impact to designs, and we try to limit changes so that teams don't feel compelled to spend all of June and July working on their robot to meet some new challenge. We are also have to consider changes that impact FMS, automated systems, and referees.

As a note, we were already discussing the Tower Strength change to 10. We will see how that plays out at CHP.

I like the game where RPs are used for qualification and then converted to points for eliminations. Raising the Tower strength at CMPs was a good idea, perhaps even a bit more would be good. Another thing might be to require all defense weakening to occur in teleop, effectively raising the number of defense crossing by three. Points could be earned during AUTO but the defense would not be weakened.

piersklein 02-05-2016 14:08

Re: 2016 IRI Rule Change Suggestions
 
Allow the possession of up to three boulders at a time.

Did someone say 6 ball auto?

headlight 02-05-2016 15:17

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Captain_Kirch (Post 1581347)
There's enough space to gain excessive force. A bump is enough to disrupt any shot. What I saw out there was excessive. Look at the match videos from carson field. I don't want any to ever have to experience play like that again.

I think a large amount of the issues I saw on that field were from uninforced rules, but adding another layer of protection is some positive step as opposed merely blaming refs.

Also the definition of intent may be vauge, but I think we can all agree that giving up points or drawing fouls should count as intent. Maybe we can make that clearer. You can't accidentally tip a robot sitting in the outer works. You can accidentally push a robot into your own secret passage from your courtyard in the last 20 seconds. I saw both of those things happen in our field, and it needs to end NOW.

I re-watched some of the matches, SF1M1 did get a bit excessive, but overall I think most of the flips were due to the all terrain nature of the robots. The hits this year have much less energy than 2014, and the force is a side effect of a single defender trying to disrupt two or three robots at once, something you can't do if you're moving slowly or trying to brake before every impact.


I do agree with you about the intentional fouling of robots during the endgame and generally throughout the match, it was disappointing when I realized that rule was not really going to be enforced this year but we kinda just buckled down and dealt with it.

Citrus Dad 02-05-2016 16:27

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by XaulZan11 (Post 1581367)
I think the batter requirement makes the end game so much more exciting. 330's second self-righting wouldn't have been that exciting for the 5 point challenge nor would 1678's and 1405's near misses at challenging be as heart-breaking.

Despite losing twice in a row for this reason, I agree that this change would be bad. Einstein was the most set of most exciting matches I've seen in sequence. That the final came down to breaking a tie was most appropriate.

I suggest replacing the first tie breaker with the auto points rather than foul points (and we could never remember which way the tiebreaker went). Let the teams have more control rather than leaving it to the fickle discretion of the refs.

FarmerJohn 02-05-2016 16:38

Re: 2016 IRI Rule Change Suggestions
 
Make it such that boulders can be launched across completely damaged defenses (or launched from the neutral zone to the courtyard when the defenses have been breached).

seg9585 02-05-2016 16:47

Re: 2016 IRI Rule Change Suggestions
 
1. Redefine a breach as damaging all 5 defenses.

2. Keep tower strength at 10 (like in Champs)

3. Make scaling more valuable -- 25 points

4. Allow robots to push up to 1 extra ball over/through the defenses (in addition to the one they are carrying)

5. Auto mode -- record multiple defense crossings if performed in auto

6. Make the rough terrain more difficult

maxnz 02-05-2016 19:14

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by FarmerJohn (Post 1581911)
Make it such that boulders can be launched across completely damaged defenses (or launched from the neutral zone to the courtyard when the defenses have been breached).

I think that the first one would be too hard for the refs to determine the legality of the shot. The second one could be viable, though.

Hitchhiker 42 02-05-2016 19:16

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by FarmerJohn (Post 1581911)
Make it such that boulders can be launched across completely damaged defenses (or launched from the neutral zone to the courtyard when the defenses have been breached).

The second option is in spirit of the medieval theme. Typically, when you are able to break down your opponent's defenses, it should be an option to feed through shots.

Citrus Dad 02-05-2016 19:27

Re: 2016 IRI Rule Change Suggestions
 
One obvious rule change: put actual water in the moat...:cool:

maxnz 02-05-2016 19:49

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Hitchhiker 42 (Post 1582004)
The second option is in spirit of the medieval theme. Typically, when you are able to break down your opponent's defenses, it should be an option to feed through shots.

As we can see here, some robots probably are capable of shooting that far.

CalTran 02-05-2016 19:55

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by maxnz (Post 1582021)
As we can see here, some robots probably are capable of shooting that far.

For those who are wondering, 4646, in auto, accidentally turns and shoots a ball over to the Ref, a la 2014 assist.

Gsquared 02-05-2016 19:55

Re: 2016 IRI Rule Change Suggestions
 
I think making the tower health double and adding more weight to high goals would be a lot cooler. I also think allowing two balls to be controlled at once would mean a lot less undeserved penalties.

orangemoore 02-05-2016 20:30

Re: 2016 IRI Rule Change Suggestions
 
Reduce penalties for interacting near defenses/crossing.

Such that if a two robots come in contact during a robot cross as long as the contact doesn't affect the cross and is unintentional there isn't a penalty.

This would be useful for teams accessing the position 5 defense and secret passage at the same time.

hectorcastillo 02-05-2016 21:19

Re: 2016 IRI Rule Change Suggestions
 
Raise the low bar to 5 feet high

MARS_James 02-05-2016 21:26

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by EricH (Post 1581651)
Might have been suggested already, but ditch the requirement that has one defense from each group on the field.

That alone will likely put the Group C's and the Portcullis out of play.

Well unless they build their own Portcullis it is out of play anyway. So if they do build their own defense please please please tell teams ahead of time what it will be with accurate schematics so teams can know if they can successfully cross it.


One thing I would love to know before we (or the Planning Committee) goes to insane with changing tower strength, is what percentage of qualification matches at champs had a tower brought down to 0 (or atleast had 10 balls scored) and what percentage had captures, cause this would help to see if captures were not happening because of tower strength or failure to get back to the batter.

Also I don't know if it is possible to do away with the extra RP for breach and capture since it is so ingrained into the FMS and referee panels but if we do go to a straight win/loss with bonus points for those actions (Like they did in 2012) I would love to see if we can use the breach and capture totals as the first tie breaker.

I think it would be cool also if we make it so there is an extra two balls that start in the castles and increase the number of balls allowed back in the castle by 1 or 2 to allow for teams to be more strategic in the balls in the tower instead of just creating a 469 in 2010 situation.

Billfred 02-05-2016 21:50

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Citrus Dad (Post 1581902)
Despite losing twice in a row for this reason, I agree that this change would be bad. Einstein was the most set of most exciting matches I've seen in sequence. That the final came down to breaking a tie was most appropriate.

I suggest replacing the first tie breaker with the auto points rather than foul points (and we could never remember which way the tiebreaker went). Let the teams have more control rather than leaving it to the fickle discretion of the refs.

I 100% agree with paragraph 1, and I could roll with paragraph 2 at IRI.

That said, I think ties in the finals (and only the finals) should be replayed. If finals yield the heavyweight title fight I think we're all hoping for, I don't think anyone minds the extra 10 minutes to settle it.

Hitchhiker 42 02-05-2016 22:00

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by maxnz (Post 1582021)
As we can see here, some robots probably are capable of shooting that far.

At Suffield Shakedown, our robot almost made a boulder into the basketball hoop stowed up on the ceiling.

b.arci 02-05-2016 22:56

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by S1LK0124 (Post 1581532)
Both alliances score 4 RP

Just a friendly reminder: It's not possible to award a total of 8 ranking points. Only one alliance can get the 2 RP for a win.

Quote:

Originally Posted by Gsquared (Post 1582024)
I think making the tower health double and adding more weight to high goals would be a lot cooler. I also think allowing two balls to be controlled at once would mean a lot less undeserved penalties.

Do you mean high goals should be worth more? Based on CMP, high goal shooting bots already have a distinct advantage over low goal bots. No need to further the gap IMO.

Quote:

Originally Posted by Travis Hoffman (Post 1581656)
I apologize if such lunacy were suggested already, but since it seems many are considering breaching to be an afterthought, and greater visibility is desired...

Remove all defenses entirely. Bare carpet. Leave the secret passages. Field resetters, rejoice. Cycle times would greatly decrease - more matches per team.

2016? Meet 2014. Declare a safe shooting zone where the defenses used to be. Meet 2012.

Increase tower strengths to 15...or 20.

Wouldn't this completely change the idea and strategy behind the game? I love the concept, and it would be cool to play, but maybe at a less "important" offseason.

Jellypickles234 02-05-2016 23:19

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Chris is me (Post 1581379)
I adamantly disagree with this rule change, actually. The batter races are some of the most tense and exciting parts of the game. While it is frustrating to not make it onto the batter, it adds importance to the endgame and creates more opportunities for strategies and risk (last second scoring, hanging with an unreliable mechanism, etc) and I think the game would lose a LOT of its value if this were gone. This change more than most other changes would change the dynamics of the game a lot, and I don't think it's a positive change.

+1 I agree entirely

Tom Line 03-05-2016 02:46

Re: 2016 IRI Rule Change Suggestions
 
Change a challenge to only require 2 robots. Stop penalizing alliances a RP just because another of their robots doesn't show up to the field (happened to us 3 times this year). Keep a capture at 3 robots.

Please do NOT remove the safe fire zone in the defenses. Too many teams designed with this in mind (us included).

Change accidental contact when crossing defenses so it isn't a foul.

If a robot breaks down, don't allow other teams to gain points from them. A blue alliance robot broke down in our courtyard and it made me feel a little immoral when two of our robots hit him trying to get to the batter and got climb points for it. If they interfere with something fine, but being broken down in a corner.... no.

Tom Line 03-05-2016 02:50

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by rich2202 (Post 1581371)
Tactical Flashlights must be on a switch for safety purposes. Accidental shining of flashlight near person (spectators included) is a technical foul, quickly escalating E&R with a red card foul.

These lights are not classified as lasers. They are not focused enough and your blink reflex is fast enough that they do not create a safety issue.

We are using a small cree LED flashlight. Is that tactical? We had a fun discussion with a volunteer at worlds after passing 2 district inspections, a state champ inspection, and the world champ inspection when he told us our light was too bright. We pointed out that the field lights AND the pinpoint spots being used were much brighter than our flashlight, and asked him to have those turned off as well.

S1LK0124 03-05-2016 07:27

Re: 2016 IRI Rule Change Suggestions
 
That's true. However that was just a hypothetical situation to help explain the concept.

Collin Fultz 03-05-2016 07:49

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by MARS_James (Post 1582089)
One thing I would love to know before we (or the Planning Committee) goes to insane with changing tower strength, is what percentage of qualification matches at champs had a tower brought down to 0 (or atleast had 10 balls scored) and what percentage had captures, cause this would help to see if captures were not happening because of tower strength or failure to get back to the batter.

Some of that data (from TBA Insights)

Field - Avg # Goals Qual - Avg # Goals Elims
Arch - 8.4 - 8.9
Cars - 8.9 - 12.2
Carv - 9.1 - 13.4
Cur - 8.5 - 12.6
Gal - 7.9 - 11.7
Hop - 8.9 - 13.0
New - 9.3 - 12.9
Tes - 9.0 - 10.8
Ein - N/A - 16.3

carpedav000 03-05-2016 08:41

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by headlight (Post 1581215)
Perhaps, but it doesn't really seem like there is that much space on the field to gain momentum, unlike 2014.

Keep an eye on 829:

http://www.thebluealliance.com/match/2016inpmh_sf1m2

Hitchhiker 42 03-05-2016 08:45

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Tom Line (Post 1582230)
Change a challenge to only require 2 robots. Stop penalizing alliances a RP just because another of their robots doesn't show up to the field (happened to us 3 times this year).

Seems like the teams at IRI are good enough and have worked on their robot enough to show up to the field anytime they have a match.

seans341 03-05-2016 09:18

Re: 2016 IRI Rule Change Suggestions
 
Ranking should go back to W-L-T. Let the breach and capture award their playoff point bonuses during qualifications. All else should remain the same.

Richard Wallace 03-05-2016 10:11

Re: 2016 IRI Rule Change Suggestions
 
  • Tower strength 11.
  • No tiebreakers: 1 pt each in quals, replay in playoffs.
  • Not sure about changes that would require FMS modifications, such as replacing breach and/or capture RPs in quals with the bonuses they earn in playoffs; is this easy to implement? If so then IRI should use playoff scoring in qualifications (exception: yellow/red cards in quals are still for individual teams).

pfreivald 03-05-2016 10:32

Re: 2016 IRI Rule Change Suggestions
 
If I were in charge of making Stronghold a top-tier-robot-only game, I would:

Keep the tower strength at 10, as at Championship.

Keep all the defenses. (Heck, if we can design for the drawbridge, anyone can--and if they didn't, that's really their problem, isn't it?)

Get rid of crowd selection and choose the random defense with a coin flip. (I might just be grumpy that they institutionalized a built-in penalty for having a small team.)

Change it so that any boulder that has contacted the carpet of a secret passage must be carried over the outer works to be scored (as if it had come from the neutral zone--so no more scarfing up boulders from your opponent's secret passage and immediately scoring them, though loose boulders in the courtyard are still fair game).

Change a breach to all five defenses.

I would be adamantly against changing the breach/capture QPs--robots were designed with those parameters in mind, and it would be too significant of a change at this point. As others have said, it adds both tactical decision-making and end-game excitement.

JesseK 03-05-2016 10:41

Re: 2016 IRI Rule Change Suggestions
 
Tiny change:
Spray paint the batter shields to match the color of the alliance.

Removes a massive annoyance for the drivers. Lets the audience watch great driving. Also maintains the challenge of fitting onto the batter for a scale.

Kevin Leonard 03-05-2016 10:56

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by JesseK (Post 1582377)
Tiny change:
Spray paint the batter shields to match the color of the alliance.

Removes a massive annoyance for the drivers. Lets the audience watch great driving. Also maintains the challenge of fitting onto the batter for a scale.

I like this change a lot.

rick.oliver 03-05-2016 11:20

Re: 2016 IRI Rule Change Suggestions
 
My first choice would be to change nothing.

If you want to simplify the game for volunteers, replace the defense selection with a randomized selection of the defenses which applies to both alliances for a complete "round" of matches during qualification. Then, in elimination matches, allow the alliances to select their defenses. Keep the audience selection in both qualification and elimination.

To increase the game difficulty:

- Require that all five defenses are defeated to earn the breach points.
- Increase the defense strengths to 3 or 4.
- Increase the Tower strength to 12.
- During elimination matches, require one (or two) scale(s) plus challenge(s) to earn the capture.

CalTran 03-05-2016 11:51

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by rick.oliver (Post 1582413)
- During elimination matches, require one (or two) scale(s) plus challenge(s) to earn the capture.

I imagine a lot more teams would have designed in a scaling mechanism if they knew at the beginning of season that it would strictly be a must for an Elims alliance. While I like the spirit of the change, this one puts a heck of a lot more stock into scaling robots than a normal change would.

CalTran 03-05-2016 11:54

Re: 2016 IRI Rule Change Suggestions
 
Also, somewhat related to a rules change, and may be a nonissue:
Will IRI be using the vinyl flaps that FIRST adopted ~Week 2 or will the low bar fabric made out of bumper material be reinstated?

MARS_James 03-05-2016 11:55

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Collin Fultz (Post 1582282)
Some of that data (from TBA Insights)

Field - Avg # Goals Qual - Avg # Goals Elims
Arch - 8.4 - 8.9
Cars - 8.9 - 12.2
Carv - 9.1 - 13.4
Cur - 8.5 - 12.6
Gal - 7.9 - 11.7
Hop - 8.9 - 13.0
New - 9.3 - 12.9
Tes - 9.0 - 10.8
Ein - N/A - 16.3

To me this says that an increase to maybe 11 or 12 may be necessary but not much higher

g_sawchuk 03-05-2016 12:28

Re: 2016 IRI Rule Change Suggestions
 
I have a few suggestions for changes that would modify game play slightly in regards to strategy, but not alter it in regards to robot design.

1. Different tower strength in Qualifications and Eliminations. Based on some of the averages displayed on this thread, I feel like 10 tower strength in Qualifications, and 12 in Eliminations, would suit the game play.
2. Bonus Boulders. We all loved the can grabbing in 2015. It was the one touch of exciting in 2015. I suggest two "bonus boulders" that are placed on the center line (in the spot of two boulders regularly placed there). These boulders are worth double points in Autonomous or Teleoperated. It will introduce new strategy, and value of being close to the center line at the end of Autonomous. Should we stay put in auto? Should we try and snag it in Autonomous? Should we cross, score, and come back? That's for teams to decide.
3. End Game Bonus. It's exciting, not to mention nerve wracking, seeing if a robot will make it to the tower to lock in the capture at the end of a match. I propose a bonus on boulders scored during the last 20 seconds of the match. This could be, perhaps, 2 points extra on high goals, and 1 point extra on low goals. Should you try and score lots in the last 20 seconds? Should you play it safe and go to the batter early, and not risk trying to score for bonus points? Once again, a new strategic dynamic to consider.

All thoughts are welcome on these rough drafts of game improvement suggestions.

Kevin Leonard 03-05-2016 13:03

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by MARS_James (Post 1582447)
To me this says that an increase to maybe 11 or 12 may be necessary but not much higher

To me this means that championship divisions are much weaker than IRI is, and any three teams at IRI should be able to easily put 10 balls into a goal as long as none of them lose communications.

Honestly IRI qualifications should either:
Leave tower strength at 10 (then captures only occur if someone fails to get on the batter or some other strange thing occurs)
Increase it to at least 12, maybe up to 16 even, depending on how challenging we want capturing to be.
12 means each robot scores 4 balls each, or 2 robots score 6 balls each.
15 means each robot scores 5 balls each, or 2 robots score 7.5 balls each.

You might be saying "But Kevin, 7.5 high goals in a match for one robot is a huge number". But you're forgetting that low goals exist.

I think teams having to switch between which goal they're scoring into, or otherwise increasing their output of ball scoring is something cool about this game. I also think captures shouldn't be a given, even if it's IRI. I like having strategy meetings in close matches be a potential choice between getting a guaranteed capture and perhaps losing the match, or playing defense, losing the capture, and winning the match.

These choices are a big part of why I had a blast in FIRST Stronghold, and I'd like to see them stay at IRI.

rick.oliver 03-05-2016 13:37

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by CalTran (Post 1582443)
I imagine a lot more teams would have designed in a scaling mechanism if they knew at the beginning of season that it would strictly be a must for an Elims alliance. While I like the spirit of the change, this one puts a heck of a lot more stock into scaling robots than a normal change would.

Fair point, but this is off-season and teams have time to make functional improvements. Still, my first choice would be to change nothing.

NotInControl 03-05-2016 17:20

Re: 2016 IRI Rule Change Suggestions
 
I vote to Increase the Autonomous time from 15 seconds to 20 seconds. I guess you can leave the Teleop Period the same.

The reason for this change, while subtle will make a huge impact in autonomous. Robots whom currently have a 2-ball auto can spend the time to make them more accurate (more time to visually line up) instead of firing rapidly just to run back and get the second ball.

Also this opens the door for other robots/teams whom may have had slower mechanisms or systems which did not support 2 balls in 15 seconds or under, but the extra 5 seconds may now allow them to accomplish the task.

I think off-season events are all about pushing the limits, and this change may help make that 80-point auto a reality at IRI.

Obviously this would potentially extend every match 5 seconds, unless it was reduced in Teleop? Is that a big deal? Over 100 matches that would only be ~+8 minutes.

Plus side, this change should be simple to integrate, and does not negatively effect any current design or team. Should only be a positive addition if implemented

ratdude747 04-05-2016 23:08

Re: 2016 IRI Rule Change Suggestions
 
Here's an idea I had over dinner.

Make audience selection done via some sort of app or website. I'll preface that unless I have a work conflict, I'll be volunteering to scorekeep at IRI, so any resulting scorekeeper burdens I acknowledge and accept :D

The idea is that since IRI is an often watched livestream, for an audience selection to really reflect the audience, the livestream viewers should also have a say. In addition, this gives a more quantitative result to choose from. Finally, it frees up a little bit of cycle time (not that it's enough to care about).

Here's how it would work: When the selection is "scheduled" the MC announces the selection. AV shows the defense screen (which scorekeepers can do w/o making a selection at that time). Then the next match proceeds, during which people (including livestream viewers) vote on the defense. After the score is announced for the match, the selection's result is announced and entered into FMS (possibly the app's result screen shown by AV). While that puts the actual selection one match later than normal, as long as the choice is made before prestarting the first match using that selection, FMS is happy.

Kevin Leonard 04-05-2016 23:25

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by ratdude747 (Post 1583676)
Here's an idea I had over dinner.

Make audience selection done via some sort of app or website. I'll preface that unless I have a work conflict, I'll be volunteering to scorekeep at IRI, so any resulting scorekeeper burdens I acknowledge and accept :D

The idea is that since IRI is an often watched livestream, for an audience selection to really reflect the audience, the livestream viewers should also have a say. In addition, this gives a more quantitative result to choose from. Finally, it frees up a little bit of cycle time (not that it's enough to care about).

Here's how it would work: When the selection is "scheduled" the MC announces the selection. AV shows the defense screen (which scorekeepers can do w/o making a selection at that time). Then the next match proceeds, during which people (including livestream viewers) vote on the defense. After the score is announced for the match, the selection's result is announced and entered into FMS (possibly the app's result screen shown by AV). While that puts the actual selection one match later than normal, as long as the choice is made before prestarting the first match using that selection, FMS is happy.

This is a cool way to do it that feels more quantitative.

The one thing about audience selected defenses is that it does give you another piece of information to use during strategy discussions. Knowing 2/5 of the defenses prior to the match helps very much with match strategy.

Billfred 04-05-2016 23:49

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by pfreivald (Post 1582372)
Change it so that any boulder that has contacted the carpet of a secret passage must be carried over the outer works to be scored (as if it had come from the neutral zone--so no more scarfing up boulders from your opponent's secret passage and immediately scoring them, though loose boulders in the courtyard are still fair game).

The other ones could be debated, but this one should not happen. If a human player blows the roll-in, and the drivers are willing to risk the penalties of going into the secret passage, then they should be able to reap the benefits.

pfreivald 05-05-2016 10:20

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Billfred (Post 1583706)
The other ones could be debated, but this one should not happen. If a human player blows the roll-in, and the drivers are willing to risk the penalties of going into the secret passage, then they should be able to reap the benefits.

I didn't figure everyone would like all of my suggestions. :)

Richard Wallace 05-05-2016 11:39

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by pfreivald (Post 1582372)
Change it so that any boulder that has contacted the carpet of a secret passage must be carried over the outer works to be scored (as if it had come from the neutral zone--so no more scarfing up boulders from your opponent's secret passage and immediately scoring them, though loose boulders in the courtyard are still fair game).

Quote:

Originally Posted by Billfred (Post 1583706)
The other ones could be debated, but this one should not happen. If a human player blows the roll-in, and the drivers are willing to risk the penalties of going into the secret passage, then they should be able to reap the benefits.

Quote:

Originally Posted by pfreivald (Post 1583851)
I didn't figure everyone would like all of my suggestions. :)

I'm with Billfred on this one. Your other suggestions are reasonable and should be debated. But this one is just legalized hoarding. It would change the game fundamentally, because alliances would not need to guard their SPs. Entrance to the SP would become a chokepoint, with a high potential for fouls. The result would be less shooting and more damage to robots. I think this area is one that the GDC considered carefully, from the viewpoint of match flow, and I think they got it right.

pwnageNick 10-05-2016 11:18

Re: 2016 IRI Rule Change Suggestions
 
Okay I know I'm super late to this, but I had kicked around the idea with a few people of changing what was needed for a capture in quals (I don't think it's needed in elims, but perhaps)

You would still have to get whatever the tower strength is with boulders

You either have (a) all 3 robots either parked on the batter OR (b) at least one robot parked on the batter and a second robot must be hanging fully above the low goal.

I thought this would help solve the problem of being stuck with a dead partner in a qual match and also give a bit more value for hanging. Maybe I'm biased but this seems like a good thing I think.

Just my $0.02. I think this would help the rankings not be quite as dependent on match schedule luck.

Lij2015 10-05-2016 23:04

Re: 2016 IRI Rule Change Suggestions
 
If you give the spy bot 3 boulders that can do whatever they want with, but only let them use them in the last 30 seconds that would make for some actually interesting human player strategy.

Or allowing multiple boulders to be held in the last 30 seconds as well, could add an interesting twist.

djperry1009 10-05-2016 23:24

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by Lij2015 (Post 1585782)
Or allowing multiple boulders to be held in the last 30 seconds as well, could add an interesting twist.

I too think this is an interesting idea, however, I do not know any teams with multiple ball-manipulation capabilities because the game this year did not allow for it. This would screw many teams over and I don't think changing the game that much at this point is worth the extra bit of excitement. Keep up the ideas though!

EricH 11-05-2016 01:02

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by djperry1009 (Post 1585784)
I too think this is an interesting idea, however, I do not know any teams with multiple ball-manipulation capabilities because the game this year did not allow for it. This would screw many teams over and I don't think changing the game that much at this point is worth the extra bit of excitement. Keep up the ideas though!

I'd go out on a limb and figure that any team with an intake separate from their shooter could handle two (one in the intake, and one in the shooter). Just don't try to have two ready to shoot (973 in Ventura--Adam didn't look too happy after that match, something about a jammed shooter, a foul, and a tech foul when they crossed a defense--at least it looked accidental, but still!)

Anthony Galea 11-05-2016 07:14

Re: 2016 IRI Rule Change Suggestions
 
Whatever you do, please do not get rid of the Category C defenses completely. Many teams (including mine) use it as a safe way to get out of the courtyard, which is a valid strategy.

Second note: if IRI's rule changes are about trying to increase scores, and if they are to standardize the defenses (which I would recommend to make field reset much easier), I would recommend choosing the ones with the highest damage rate per category, if its possible to find that out (I don't know what those are).

ZamericaZ 11-05-2016 08:08

Re: 2016 IRI Rule Change Suggestions
 
Quote:

Originally Posted by 3175student17 (Post 1585818)
Whatever you do, please do not get rid of the Category C defenses completely. Many teams (including mine) use it as a safe way to get out of the courtyard, which is a valid strategy.

Second note: if IRI's rule changes are about trying to increase scores, and if they are to standardize the defenses (which I would recommend to make field reset much easier), I would recommend choosing the ones with the highest damage rate per category, if its possible to find that out (I don't know what those are).

I also agree about not removing category C defenses for this same reason, as well most tall bots are designed to be able to solo them so i think it'd also be unfair to those teams.

http://www.thebluealliance.com/insights/2016 the damage rates can all be found there


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