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Re: Fuel Vs. Gears
What assumptions are folks making as far as achievable success % shooting high fuel goals given the type of ball, size & height of the goal opening, etc.? For a top high-shooting team vs. average high-shooting team? I've seen 70% as a target - what about that?
Also, shooting rate (balls-per-sec) projections for top team vs. average team? Target the max processing rate of 5 per sec? Seems like teams may need to shoot 1 at a time until aimed and then turn on a more rapid fire mode. |
Re: Fuel Vs. Gears
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100 balls would require 2 robots to each shoot with a minimum 83.3% shot accuracy (more if you don't get all the balls from the hopper), and only gives you 4 seconds to travel to the hopper, collect the balls, and aim. I just don't see 2 robot of this caliber/skillset. ending up on the same alliance. |
Re: Fuel Vs. Gears
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Additionally, I think people may be making too much of the distinction between the act of cycling gears, and the act of cycling fuel. With so many game pieces and no possession limit, you don't really need to target specific ones. I'm guessing that a robot that just puts its intake on the ground while making a beeline to/from the feeder station to deliver a gear is going to pick up an appreciable percentage of their storage capacity without making any special effort. Doubly so if the human players just dump fuel on the ground instead of waiting for the robot. Even if your primary match strategy revolves around gear cycles, why not take some shots at the boiler while you're down at that end of the field anyways, and you have the fuel? Not a lot of added time, for potentially significant added benefit. |
Re: Fuel Vs. Gears
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That being said, 5 balls per second is the average and it counts faster with more balls in. So if it's functioning correctly it needs to count 100 balls in say 8-10s which seems more reasonable. In reality an alliance may score 100 balls in auto but not have 20+ counted until teleop. That would suck, but they still put 100 balls in the goal in auto, which is impressive. |
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Re: Fuel Vs. Gears
At the moment, Team 74 is focusing on a fuel mechanism. We are unsure of what we will be focusing on with strategy, but we figured a shooter that does what we want is going to be harder to accomplish than a mechanism that is able to manipulate gears.
I fully expect good teams to be able to score fuel and gears, probably at the same time. With the turret designs we have seen in the past years(2012 and 2016 immediately come to mind) I don't think that's an improbability. Collection of balls will happen on the way to get the gear from the retrieval zone, and while the robots are scoring the gear, they will be able to shoot into the high goal. This was our teams largest point of discussion after kickoff, and I would be surprised if it didn't happen. |
Re: Fuel Vs. Gears
In making this determination, I feel like I'm missing something that should be in the rules but isn't, and I want to make sure I have it right (or be corrected if I'm wrong):
Opponents can only be in your key for up to five seconds at a time, but they can contact whatever they want to (e.g. ram the heck out of you while you're trying to shoot) and only need to back out for a split second before doing so again. Yes? |
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Re: Fuel Vs. Gears
Thanks.
It seems to me that shooting is going to be a lot harder when any mobile BLT will be able to hammer on you while you're doing it. |
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Just be sure to drop your auton gear for your partner to use in teleop ;). |
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The box on wheels will be useful this game ;) |
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