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AdmiralAllen 05-04-2007 18:02

Best Atlanta Alliances
 
What do you guys think will be the best type of Alliance in Atlanta....

2 Hangers 1 lifter
3 Hangers




or what?.......


I think 3 Hangers

slickguy2007 05-04-2007 18:04

Re: Best Atlanta Alliances
 
2 scorers and one hybrid - the hybrid of course being both a good lifter/scorer

Lil' Lavery 05-04-2007 18:15

Re: Best Atlanta Alliances
 
1+ ramp/lift capable of 2@12" easily & consistently
2+ bots capable of scoring on all 3 levels
3 bots capable of scoring consistently
1+ bot capable of removing spoilers from all 3 levels
2+ bots with strong drivetrains capable of maintaining position
2+ bots capable of playing defense
1+ bot capable of scoring multiple tubes while being defended
3 bots with great drivers
3 bots that can score in autonomous

My ideal alliance ;)

Brandon Holley 05-04-2007 18:22

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by Lil' Lavery (Post 612624)
1+ ramp/lift capable of 2@12" easily & consistently
2+ bots capable of scoring on all 3 levels
3 bots capable of scoring consistently
1+ bot capable of removing spoilers from all 3 levels
2+ bots with strong drivetrains capable of maintaining position
2+ bots capable of playing defense
1+ bot capable of scoring multiple tubes while being defended
3 bots with great drivers

My ideal alliance ;)

13 robots ?!?!?!

Madison 05-04-2007 18:23

Re: Best Atlanta Alliances
 
2 tube machines that play well off of one another and a machine that's devoted exclusively to defense and lifting are the way to go.

You'd have to be enormously cocky to play an offense-only game this time around.

Daniel_LaFleur 05-04-2007 18:25

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by M. Krass (Post 612635)
2 tube machines that play well off of one another and a machine that's devoted exclusively to defense and lifting are the way to go.

You'd have to be enormously cocky to play an offense-only game this time around.

This is my belief as well.

Beth Sweet 05-04-2007 18:32

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by Brandon Holley (Post 612633)
13 robots ?!?!?!

Sean gets to play his own game. We'll be having some interesting games on Galileo... ;)

~Sarah~ 05-04-2007 18:35

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by Brandon Holley (Post 612633)
13 robots ?!?!?!


Well... if you think about it, with 13 robots on the field, of course you're gonna win.
Heck... I want 13 robots on my alliance too.
:p

Faith 05-04-2007 18:35

Re: Best Atlanta Alliances
 
I don't know, an entirely offensive alliance does have its perks.
-More likely they will all be amazing scorers rather than good ones
-Durign endgame, the other alliance has to make a difficult choice: go for 60 and leave 3 robots by themselves to put up tubes, leave 1 defensive bot out to stop some tube scoring and get 30 points, or forsake the extra points and try preventing them from putting any tubes up.

Since just putting one tube on a row could add 64 points, the ramp is not always worth it. And with 3 amazing robots free to score, the possibilities are endless.

Michael Leicht 05-04-2007 18:36

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by Lil' Lavery (Post 612624)
1+ ramp/lift capable of 2@12" easily & consistently
2+ bots capable of scoring on all 3 levels
3 bots capable of scoring consistently
1+ bot capable of removing spoilers from all 3 levels
2+ bots with strong drivetrains capable of maintaining position
2+ bots capable of playing defense
1+ bot capable of scoring multiple tubes while being defended
3 bots with great drivers

My ideal alliance ;)

so basically 1626and a clone of 1626 and a 71 as a ramp?

Madison 05-04-2007 18:41

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by Plooshiska (Post 612649)
I don't know, an entirely offensive alliance does have its perks.
-More likely they will all be amazing scorers rather than good ones
-Durign endgame, the other alliance has to make a difficult choice: go for 60 and leave 3 robots by themselves to put up tubes, leave 1 defensive bot out to stop some tube scoring and get 30 points, or forsake the extra points and try preventing them from putting any tubes up.

Since just putting one tube on a row could add 64 points, the ramp is not always worth it. And with 3 amazing robots free to score, the possibilities are endless.

I think you're optimistic if you believe that nearly 1/3 of the robots in any division are going to qualify as 'amazing' anything. By the time the draft rolls back on down to the first seed, there will not be much left to pick from, I think. That places the number eight seed in, arguably, the best position for an offensive alliance selection -- but that alliance will necessarily be made from teams that are inferior to those above them in almost all circumstances.

If teams are in a position to work with a reliable lifting robot, it's in their best interest to limit tube scoring during the match and that's pretty easily accomplished if you think things through.

Brad Voracek 05-04-2007 18:48

Re: Best Atlanta Alliances
 
Two scoring robots, and a great lift bot capable of 2 robots 12inches high in ~15 seconds or less, every time. They should be able to score one or two tubes, but if they can lift in say, 5 seconds, then I wouldn't worry about being able to score tubes. One or two from them is a plus though.

The way I see it, if one team can get 6 tubes up in the right spots, they are unstoppable if their lifts work. Two vertical rows of three, directly opposite each other, allows the other team to only score 96 points, and that's if they can put up -18- tubes. Now the team that has 6 tubes up, two vertical rows of three, is capable of scoring 76 points, and they only put 6 tubes up. That's three tubes per scoring robot, and if they lift bot puts one up then the other alliance's score goes way down.

With 76 points, the other alliance -has- to score 16 tubes. 16. I don't know why the teams with lifts go for wrap-arounds. Offensive defense is where it is at.

(my math might be off in some places. Correct me as needed)

AdamHeard 05-04-2007 18:51

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by M. Krass (Post 612656)
I think you're optimistic if you believe that nearly 1/3 of the robots in any division are going to qualify as 'amazing' anything. By the time the draft rolls back on down to the first seed, there will not be much left to pick from, I think. That places the number eight seed in, arguably, the best position for an offensive alliance selection -- but that alliance will necessarily be made from teams that are inferior to those above them in almost all circumstances.

If teams are in a position to work with a reliable lifting robot, it's in their best interest to limit tube scoring during the match and that's pretty easily accomplished if you think things through.

I don't know.... looking at some divisions (Galileo for one), there are atleast 24 good offensive teams.

Lil' Lavery 05-04-2007 18:53

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by Brandon Holley (Post 612633)
13 robots ?!?!?!

I actually added autonomous, making it 16. ;)

In reality, each bot would have multiple roles within the alliance, there are just 16 roles that need to be filled to have an "ideal alliance". The winning alliance won't quite have all of these, but they will likely fill the majority. And you may notice some of them are related to playing defense and/or maintaining position. :)

Dan Petrovic 05-04-2007 18:55

Re: Best Atlanta Alliances
 
Quote:

Originally Posted by Plooshiska (Post 612649)
I don't know, an entirely offensive alliance does have its perks.
-More likely they will all be amazing scorers rather than good ones
-Durign endgame, the other alliance has to make a difficult choice: go for 60 and leave 3 robots by themselves to put up tubes, leave 1 defensive bot out to stop some tube scoring and get 30 points, or forsake the extra points and try preventing them from putting any tubes up.

Since just putting one tube on a row could add 64 points, the ramp is not always worth it. And with 3 amazing robots free to score, the possibilities are endless.

The alliance looking to lift two robots can keep the opponents from scoring more than a row of 4 with some defensive tube placement. Two columns of tubes with two columns in between them limits the offensive alliance to rows of 4. The most they can get is 80 points. For that alliance to score 12 tubes would be unbelieveable. Especially if they already exhausted their human players' tubes and have to run across the field to the other homezone where there are a bunch of robots in the way.


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