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-   -   Ideal Alliance Structure (http://www.chiefdelphi.com/forums/showthread.php?t=45634)

Tim Delles 27-03-2006 15:02

Re: Ideal Alliance Structure
 
LOL Ideal Alliance structure. I know everyone would hate to see this alliance but come on, i'm pretty sure one of these 2 alliance could win it all.

Beatty, Wildstand, Cheesy Poofs.

any takes???

Or

Simbotics (1114), Spartonics(1503), FESStronics(1680)

I'd love to see either one of these alliances.

Dan Petrovic 27-03-2006 15:17

Re: Ideal Alliance Structure
 
2 robots being able to push. At least one robot has a consistant 10/10 autonomous. Two robots being heavy scorers. Third robot picks off of the floor really well, side scores really well, can push anything they come across.

All robots have to be able to get on the ramp.

sw293 27-03-2006 20:25

Re: Ideal Alliance Structure
 
Quote:

Originally Posted by Tim Delles
Simbotics (1114), Spartonics(1503), FESStronics(1680)

Can they ground-load effectively?

JackN 22-04-2006 17:58

Re: Ideal Alliance Structure
 
I have been thinking a lot about this lately and it hit me.
You need two shooters for sure but you need inside/outside balance.
Let me explain. You want one of your shooters to get close and take close up high percentage acuracy shots and you want your other one to shoot from a distance. Your third team (Probably a third pick) should be able to shoot as well needs to play defense. I think of the San Antonio Spurs when i think of this system. They have Tim Duncan who can shoot very well from up close and is very acurate. They have Tony Parker who shoots from all over the court and scores a whole lot. Then they have Bruce Bowen a player who can shoot and plays excellent defense. A robotic excample would be having 111 (Close Shooter) 494 (Distance shooter) and 451 (Shooter and Defender. This is a tough aliance to beat. If somone tries to defend any of the robots it opens up a different one. If the close defender gets guarded then the other distance shooters can get open shots and vice-versa

Lil' Lavery 22-04-2006 18:21

Re: Ideal Alliance Structure
 
That's pretty much what I'm saying. You need to be able to set up an alliance to avoid zone defense. In this year's game, there are 4 scoring "zones"; ramp-top, ramp-bottom, ranged, and corners. Having multiple bots in the same zone typically makes your alliance far easier to defend than having bots than can score in other areas. Just by merely adding "clutter" to that area, you can help a single bot play defense on an alliance partner if you are in that area. Thus why I also like play "interferance", especially when you're trying to stop a bot with more pushing power than yourself (instead of simply pushing your alliance partner, they'll push you into your alliance partner). If you are going to play "interferance", play it as far away from your alliance partner as possible.
By using multiple scoring areas, you force the defense to give-up any "double teams", highly reduce the possibility of them defending two robots with a single defender, and, at least during the defensive period, all but force them to allow one of your robots to score.
The only combination of scoring areas that might not do this, is ramp-top and ramp-bottom. Once both robots are set in position it will acheive the same effect, but because the ramp-top scoring bot has to pass through the ramp-bottom area to get into position, it does cause some situation where, at least for a few seconds, a single robot can defend multiple offensive bots.
Note also that it is the corner "zone", not the corner goal. A few robots do have the capability from scoring "outside" of the ramp, without being near the "starting zones". A vast majority of corner zone bots will be scoring in the corner goal though.

A well balanced alliance also needs at least 2 bots who can play defense, and play it well. Additionally, it needs at least one bot who can pick up off of the floor, and at least one who can receive from the human player. Preferably, they have two bots that can do both.


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