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2016 IRI Rule Change Suggestions
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. |
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Change G28 so that robots can continue playing defense in the courtyard until the end of the match. They must leave robots on the batter alone, but before that robot gets to the batter, they're fair game.
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As the season continues, Breaching seems to be less valued, as it happens relatively quickly with a competent alliance. Something that may add an additional level of difficulty would be to require all 5 defenses to be breached to get the rank point/extra points in teleop. I don't know if that messes up the FMS, but from a referee standpoint, it shouldn't be any more work.
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Change the wording so that Robots shooting from the Outer Works are no longer protected.
This would help with the easy-to-capture towers problem, because defense could actually do something! |
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I would make the sally port and drawbridge transparent. My preference would be to eliminate the portcullis and drawbridge completely, but that might be too drastic a rule change.
Some language to eliminate the transferring-balls-without-completely-crossing-a-defense penalties while still preventing the existence of 'defense-straddling bots' would be nice. Some language to not penalize robots that inadvertently push a second boulder over a defense when crossing when the second boulder previously started in a defense would be nice. I would also investigate incorporating a static or non-team-selected defense lineup to help with the space constraints (and matches would go very quickly without having to change all the defenses all the time), but I haven't done any analysis on the impact of this yet. Add a ref in each human player station watching ball counts |
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Get rid of audience defense selection.
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Randomly select the "audience" selection, but still have the suspense/cheer for "X", now "Y".
Make driving over a second boulder like pinning, 5 second count, then get smacked with a penalty. |
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Robots can break the midline during autonomous, but only for a new boulder zone. Put the boulders in their own 10" "zone" where you can interact with the entirety of the ball. Itll make for some interesting auto modes.
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Breaching and captures shouldn't be automatic, as they are slowly turning into. Changing it to 10 boulders (or higher?) should help with captures... I would also, if possible, change the requirements for damaging a defense to 3 crossings instead of two.
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Remove the limitation on robots crossing Neutral Zone plane during autonomous. This encourages teams to develop more complicated autonomous programs that reflect the level of competition that should be at IRI.
Remove the height limitation of 4'6 in your own courtyard. This makes actual courtyard defense viable, and gives cheesecaking options. If a boulder is in the way of a robot's defense crossing (eg in the low bar), don't penalize them for pushing it through. This eliminates those awkward situations where you have to outtake your ball and take the defense ball because of a weird case in the rules. |
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Let the alliance pick all of their defenses. No audience selection, no categories, and the low bar does not have to be in slot 1 (but has to be on the field).
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The only issue I see is that I doubt it will be able to be changed in the scoring system (as there was no reason to build variable defense strength into the system) so that will add some difficulty in scoring. Potentially. I'm no expert. And of course now this means that there's another crossing for teams to get mad about when refs "miss" it :p |
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Allow boulders to be able to be shot/launched/moved out of your own courtyard into the neutral zone or opponents courtyard. Penalize any scored boulders however. This would open up some new defensive and offensive strategies to play stronghold.
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Just remove the drawbridge entirely, but if that's too much I completely understand.
You should allow defenses to be crossed multiple times in auto and give you the same amount of pointd(I.e. first crossing 10, 2ND crossing 10) because at the moment defenses are effectively worthless at high levels of play as an effective elims alliance is breaching literally every match. This would make auto a bit more interesting as now you have placed an interesting deal on the field of do you shoot and cross once or just cross twice? However it does have the chance to greatly overpower two ball autos, which to be honest are already doing a fine job at being pretty effective. |
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Allow teams to shoot from the neutral zone...
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Human players able to throw balls for a score in the last 20 seconds
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Replace the drawbridge and sally port with clear polycarbonate.
I know this will cost money, but it's worth it. If a team I'm with ends up competing, I would honestly donate to a Fix The IRI Drawbridge Fund to help make this happen. The drawbridge is just such a crummy field object and it really ruins the flow of the game when it is out there. It would just make a subset of IRI matches worse to watch and play in. I would get rid of the penalties for driving through a defense when there's a ball stuck in it. If this means teams bulldoze an extra ball or two over a defense than they otherwise would have, whatever, it's worth it. Not a huge deal. I would not remove protected zones or anything like that. That's completely unfair to the hundreds of teams that designed outer works shots. I don't know why everyone is so bothered that they can't hit shooting teams this year - it didn't seem to bother anyone in 2012 or 2013... To draw penalties in the secret passage, the robot drawing the penalty has to be also within the secret passage. I'm not sure if this is how the rules are currently written or not, but it's being called as "offensive robot in secret passage + any contact at all = penalty". |
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If they really wanted to, they could develop a whole new system, ignoring the print-outs and field reset lights, but, as someone who is planning an off-season of their own, I don't think it's worth the effort. Quote:
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I'm not entirely sure how much of an 'arms race' this would cause, but I think it would be cool to see the wording of G13 to be changed to the following:
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-Nick |
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These changes are aimed to speed up the potential pace of the game to a level beyond WCMP's and DCMP's. Let's assume all IRI teams are at least capable of crossing at least 8 of the 9 defenses. Let's also assume teams are very capable of boulder scoring, either high or low.
Allow selection of both defenses from the same category. If done, also remove the 'tunnel' that the HP's have to throw a ball into in order to get a ball on the field. (Seriously, no where in literature or history did a catapult have to re-cross yonder mountain to get another rock...) Allow the low bar to be placed anywhere. We need to keep those autonomous programmers on their toes (muahahaha). I agree - get rid of the audience selection. Or implement a more scientific method for determining which one is chosen - something like decibel-seconds, for example. Set tower strength to 8. Add 'fiery' boulder that, when scored high or low, gives the opponents a tech foul. There are only 2 fiery boulders on the field, and they both start behind the glass (1 per side). I can give a part number for the ball - it's bright orange, is the same size (verified w/ measurements) and is only slightly stiffer than the usual game piece. Sure, it needs 2 extra people to specifically watch the balls - but it's IRI, I'm sure there are people who would love field-side seats. |
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However, if FMS is posting data (I haven't heard if this will be enabled for offseason builds, although it usually isn't), then the published defenses used in a match will be wrong. |
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-Playoffs tower strength is set to the average number of boulders scored across all alliances in the IRI qualification rounds, minimum 10. I don't think any of us can predict how loony the play will be there, so let's just admit we don't know.
-No penalty for crossing the midline during autonomous, if the bumpers don't cross the far black line. (This should facilitate boulder-grabbing strategies without removing the overall protection intended.) -Teams can get credit for more than one crossing in autonomous. -Leave the drawbridge and sallyport alone. It's IRI, it's supposed to be hard. Bring a pole if you're that worried. -Remove or greatly increase the height limit on poles, subject to some safety vetting (say, a get-through-the-doorway test and a pelted-with-boulders test). It's IRI, it's supposed to have something ridiculous on the field (and this might beat Suzy-Q). |
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Though perhaps they could also ban all poles, suspend a camera above the field, then send the feed to 6 separate monitors at the 6 driver's stations? |
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Add 2 more "refs" to focus on the outerworks, and reverse the hinge side of the sally port. These two new refs would not need to call any fouls and would only need to know the wave off and what counts as a crossing.
As for actual adjustments to the game, I'll leave that up to everyone else :) |
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Leave all of the defenses in the same place for each round of matches so we can play more matches and make field reset easier. Don't change them until every team has played their first match, then until every team has played their second match, etc...
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The protected zone around the outer works was not a loophole in the rules, but an obvious and almost certainly intentional aspect of the game. Yet, relatively few teams took advantage of it. I don't think teams should be penalized for having made good design choices to take advantage of the obvious protected zone. |
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Add extra points for multi climbs/a triple climb bonus. Maybe make the rough terrain blocks a bit taller so that there's a reason to select it. Possibly add weight/take off the constant force springs on the portcullis?
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Replace the 5th defense with another Low Bar to encourage more two ball autonomous routines.
Or allow teams to replace whatever defense gets put in position 5 with the Low Bar but don't only give it points for the first crossing as the "penalty" for putting it in. |
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Return any ball that flies out of the field to the SPY. They can do what we they want with the ball, except score it.
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If the goal is to increase scores, have 3 balls start touching the castle wall, but not in the secret passage, on each side placed by the alliance in that tower.
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In Playoffs, the Drawbridge was actually chosen with MORE frequency (28.30%) than either the Portcullis (28.17%) or Rough Terrain (20.87%) Your mileage may vary based on region, week of competition, district vs regional vs DCMP, etc. |
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At MAR CMP, according to TBA, the drawbridge went 0/34 in quals and 0/13 in playoffs. We are one of the teams guilty of putting the Drawbridge in 4, since in that spot it is worse for the opponent than for you in many cases.
Looking at NE, they had the drawbridge go 0/9 in quals and 0/17 in playoffs. Unless you are one of the few with a very good dedicated drawbridge mechanism, at the highest levels, it's not worth your time versus scoring more boulders and just lowers everybody's scores. |
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For category D, I'm guessing that's because the rough terrain is incredibly easy compared to the rock wall; it gives your opponents a fast way in and out of the courtyard. I'm surprised the rough terrain wasn't used less. I'd actually like to see the rough terrain modified somehow to increase its difficulty for IRI and put it more on the same level as the rock wall, but that might be changing the game too much. |
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The question becomes what could be done to increase the difficulty of the Rough Terrain without changing the game too much? |
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Add a spy ball that can be placed in the courtyard in auto mode.
add an additional ranking point in quals matches that exceed 150-175 points. (there needs to be an intensive to keep playing. In the event of a blow out you don't want to see an alliance all on the tower with 20 seconds left to play.) Stronghold is a good game so to make it better you just need more stronghold Increasing match length for eliminations 30 seconds Breaches need all 5 defenses Increase tower strength |
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Any ball returned to the field by the human player may only contact robots on that human player's alliance before making contact with another robot. |
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I'd like to see what happens when all the herding/trapping/driving-on-top-of/shooting-outside-the-opposing-courtyard rules were lifted. It seems like it could make the refs jobs a lot easier, there would be a lot more high-flying game pieces, and teams could get more creative with strategy (both defensively and offensively). This might have to correlate with more tower strength, but that isn't really a problem.
Defensive robots wouldn't only be robots that can drive well, but now defensive robots that can remove game pieces from their courtyard would be valued, as would robots that can feed their attacking shooters in the opposing courtyard. Subsequently, when teams don't have to cycle every time they needed a gamepiece to score (because they could be fed them by partners shooting them into the courtyard), we would probably see less defense crossings in a match, and maybe force teams to make a strategic decision to either feed boulders and score more, or cycle and get more crossings, ideally making it more work to breach the Outer Works without heavily modifying the breaching rules. |
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Picking on Billfred here, just because he has some of the best ideas I've read so far...
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(Follow-up question: does the FMS already allow this, and/or can we trick it somehow?) . Quote:
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Unless many more restrictions are removed, nobody is getting more than two balls per robot. You could protect the three nearest to each low bar not unlike IRI did with recycling containers last year, but I think that affects strategy too much. (If they can auto something besides low bar, you'd put it in position 4/5 and bet on them not having an autonomous for that.) |
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I really like this game, and don't think it needs any real changes.
A couple possible improvements: 1. Have an extra ref monitoring the back-field and corral to ensure that teams get boulders back in ply in time or are penalized. 2. Find a better securing clip/method for ensure defenses do not pop out at inopportune times. 3. Discuss whether or not it makes sense to have "standard defenses" and thus eliminate the swapping of the defenses each match. I am not sure they are really adding much depth to the game at this point. You could do a vote for which ones team want out on the field, and them something else to determine the order/placement, and leave them put. If agreed to, then 2 would be much easier to resolve. |
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- Allow launching balls from your court yard, but not from the neutral zone.
- Remove Category A & C Defenses. Putting the following defenses out for every match: -- Low Bar -- Rockwall -- Rough Terrain -- Moat -- Ramparts - Bolt the defenses down instead of using the "pins" - Breach is 5/5 Defenses Most of my reasons for removing the defense selection is to increase field reset times which will allow for more matches. At IRI the defenses will be breached over 90% of the time (MSC has a breach of 96%). Also, the strategic advantage of selecting your defenses will be much less. Stronghold is a very strategic game but most people are delusional when thinking the large portion of the strategy comes from picking the defenses. -Clinton |
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I generally like Stronghold the way it is; however --
1) please put the drawbridge in the parking lot and leave it there. Make Sally's door transparent. 2) tower strength should be at least 10. Let's see how that works out at CMP before raising it further. 3) second Issac's call for better attention to G34 by the referees. Ball hoarding has been a thing in some matches, 4) figure out when to Red Card for tipping, and when clean contact = play on. Put Andy Baker in charge of that. |
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We're already used to doing 3 crossings for full damage credit ;) , so increasing to 3 crossings per damage wouldn't be a big deal. I could get behind that change as well. |
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Addition of a crossing guard, a scorer who's job is just to count crossings to relive the refs for more important things. I'll be the first to volunteer.
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-Allow teams to shoot from the neutral zone during teleop
-Eliminate the drawbridge -3 crosses to damage a defense (If not, only make breaching worth bonus points, not a ranking point.) -Autonomuos low goals worth 10 points -Accidental tipping no longer a red card (damage inside the frame perimiter still a red card) |
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These may have been said before, but I'll toss em out there anyway. I'm not saying put them all in, they're just possible changes.
Auto Remove the up to 1 scored crossing in Auto. Or count up to one crossing for each defense during auto( this makes autonomous far more interesting and emphasizes coordination) Make auto shots worth more damage on the tower Robots can start anywhere on their opponents half of the field. (No spy bot rule) Defenses/breaching 3 crossings to damage a defense All defenses must be damaged for a breach Eliminate defense classes, any combination of the 8 can be present. Remove drawbridge or make the drawbridge transparent(no amount of driver skill can make up for being too short too see over the drawbridge.) Low bar crossings don't count towards score in any regard, it would then just be an easy route into the courtyard. Tower/shooting Change base tower health Make high goals worth more points Make high goals worth more damage (Low goal robots are a bit op in low to mid level play, probably not a concern at High levels though, right?) Make scales worth more points Make challenges worth less (or no) points (Challenges are basically free and Scales are wayyyy too undervalued) Allow alliances to pick their position on the alliance wall, at least in elims. |
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I like some of these changes quite a bit.
Transparent drawbridge is a good idea. The idea of static defense arrangements is interesting. Perhaps just for quals? Make the blue defenses one set for all of quals, and the red defenses the other set. Eliminations defense selections proceed as normal. I'll likely comment later with other ideas, but these seem pretty solid. |
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10 points for hitting a shot in the top goal from the neutral zone in the last 20 seconds (so teams don't get cute and keep "missing" to move all the balls from the neutral zone to the courtyard all game long to make it easy for robots to light up the towers).
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IMHO, they should have 6 refs + head ref working in a man-to-robot formation. It is much easier to see/call crossings and fouls if you are watching one robot continuously. Also, when a robot-robot foul happens, there are 2 ref's that will see it. What you miss (and what is missing now) is all the loose boulder fouls. If a boulder is in the Outerworks, who knows where it originally came from. Sally port crossing for a Ref on the wrong side (blocked by the open door) is also an issue. But, that is also a current problem. |
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I'd add a clause that if a robot is trying to pick up a ball, and two end up touching the collector, that's not a foul. I can recall multiple times this season where teams are going to pick up balls and get penalized for touching two of them. Also a particularly memorable one was where 2791 was lining up to shoot their batter shot, and two balls happened to be sitting in front of their robot when they did so. 2791 wasn't trying to pick those up, but they got fouled for it anyway. |
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After seeing the playoffs in our division(Carson), we need the high speed impact rule from 2014 back. It was carnage.
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This might not be possible as FMS might need to be changed but....
Get rid of RP for breaching in quals and replace it with the 20 points you get in elims. Breaching should happen in every match, especially at IRI, and having it give an RP was an OP move by FIRST. Giving it the 20 point bonus still puts a emphasis on making sure the breach happpens. |
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Given that there were still missed crossings on Einstein, something should be done to fix that..
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Get rid of any and all tiebreakers. Replay every tie in elims.
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Eliminate the portcullis (already being done), drawbridge, and sally port. No more major visibility problems, no more problems with teams missing boulders they can't see. In return require all 5 defenses be knocked out for a breach, and as others have said give breaching a point value reward instead of ranking points.
No audience selection - just let the teams choose all of them. |
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Go back to explaining fouls.
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Ties in eliminations are decided by another match not tiebreakers.
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In addition, remove the batter requirement for captures. I'm assuming tower strength will be raised for IRI and putting that many balls in the tower is an impressive effort in itself. Removing this requirement will remove the chances of a weaker 3rd robot losing the alliance 25pts by not being able to make it back to the batter on time, and opens up more strategic flexibility within the last 30s of the match. |
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For the breach, the importance is less, as one robot could theoretically achieve a breach alone, but if we are changing the capture, we might as well change the breach over to elims style too. The FMS might even let us do that already, though I am not sure where the play-style change made by the Scorekeeper, and if it necessitates actually running an elims bracket. |
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When I breach, your secret passage is no longer protected. I can get returning boulders with impunity, and cross back to the neutral zone without negotiating a defense.
This has the following advantages: - it encourages faster breaching. - it encourages higher scores - it gets rid of some penalties - it fits the theme This can be combined with many of the other permutations mentioned (forcing three crossings, crossing all five for a breach, doing away with ranking points, etc). You might also remove the one defender limit when the walls fall, if you want to force teams to be more strategic about it. Look at it like this - whatever you do by forcing additional crossings is still going to be easy for IRI teams to do in two minutes. Anything that's reasonable enough to be implemented will still happen every match, it will just take longer and we'll end up with less scoring. This wil make fast breaching more important while still keeping the focus for the audience on robots shooting balls. |
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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 inches from the outer works outer works, they were already gone. You can't accidentally push a robot into your own secret passage from your courtyard in the last 25 seconds when they should be running away. I saw both of those things happen in our field, and it needs to end NOW. |
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Any rule modification will be posted for teams before the Invitation Response deadline, so teams can determine if they want to play the modified game before they commit. |
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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.
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That said, there were some teams with LED rings that would be better called round LED panels. Maybe LED rings with more than 20 (?) LED lights. |
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This is something that a few guys on our team discussed that I thought would be an interesting concept/
What if for every 30 or so points a team wins by, they add an extra RP. Example: Both alliances score 4 RP However, Red alliance scores 60 more points than Blue alliance. Therefore- Red Alliance: 6 RP Blue Alliance: 4 RP I would also like to add that this rule should be negated if one or more robots on either Alliance are shut off or lose COMs for any reason. |
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I agree with you. You make a great point, but my reasoning was because IRI is supposed to be for REALLY a good teams so the point gap wouldn't be that great for most matches. The point behind the idea was that it would give teams somethin to work toward before the competition, such as making their cycle time faster and finding a way to score more points.
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Re: 2016 IRI Rule Change Suggestions
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. |
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