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-   -   2008 Game- Overdrive (http://www.chiefdelphi.com/forums/showthread.php?t=60666)

boy_scout72688 05-01-2008 22:25

Re: 2008 Game- Overdrive
 
hmmmm,

This almost seems like we don't need field reset people, a score-keeper/ field power controller, or anything like that. I thought they were complimenting the volunteers during the kick off event not trying to get rid of us. Idk if I like this game this year.

VoX 05-01-2008 22:36

Re: 2008 Game- Overdrive
 
I am confused about rule <G36> which states that "HOME STRETCH Height Restriction – ROBOTS in the HOME STRETCH of the opposing
ALLIANCE can not be more than 6 feet tall. A PENALTY will be assigned for each
infraction." This would make it impossible to get your trackball from the overpass (which is 6.5 feet tall!) which runs over the other teams HOME STRETCH, can you please tell me what I am missing here?

jwdougan 05-01-2008 22:38

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by dantheflipman (Post 668183)
At first it looked easy to our entire team, but now as we get into the details it looks like its going to require far more strategy then we thought :]

anyone know how much the ball weighs?

The ball is 10lbs and 40" in diameter.

swalker92 05-01-2008 22:41

Thank you Oklahoma.
 
I just want to give major props to the kick-off at OSU. This is my first year in this thing and we got our "kit-bot" built today in about 3 1/2 hours. It was great getting to see it move today. Again way to go everybody that made that possible.

galewind 05-01-2008 22:42

Re: 2008 Game- Overdrive
 
we measured the ball to be roughly 7.4 pounds (or 7.8 pounds), I dont recall. Anyone else get the discrepancy?

Drwurm 05-01-2008 22:48

Re: 2008 Game- Overdrive
 
I'm not that thrilled about Overdrive. We just came up with a 4 speed shifter base and now we can't even push.... Also, this isn't really the most exciting/interesting game to confront the media with.

There really aren't that many different strategies to come up with this time. Last year, you could score on the rack or be a rampbot (or both), 2 completely different tasks. This year, you can go around the track, go around the track with a ball, or go around the track and pop the ball up every once in a while.

Lawry Goldstein 05-01-2008 22:55

Re: 2008 Game- Overdrive
 
I have to say that I feel the overall game is very good with many different levels of complexity for all skill levels.
-Drive around
-Drive around with ball
-Drive around with ball and hurdle
Personally, I kind of wish that one of the balls was on the ground, one in the air incase rookies ever end together or no-one can get a ball off that round, it will be very boring since there isn't going to be any difference and they will just have to sit there and lose.

Other then, I am happy with everything but the 'hybrid' mode. I feel like it does nothing over autonomous and will be abused by teams hoping to make it act like a teli-operated period. I am also slightly worried that these remotes will be unreliable during competition, and teams will be tricked into counting on something that doesn't work. 1 remote well aimed in a workshop will be much different then 6 remote during a competition.

P.S. Doesn't Plexiglas block IR light, meaning that remotes wouldn't work behind the safety shields?

Tetraman 05-01-2008 23:06

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Drwurm (Post 669276)
Also, this isn't really the most exciting/interesting game to confront the media with.

This.

Where did the incredible game designs go from 4+ years ago go? The games are getting a lot more simple for outsiders to understand, but in the simplicity there isn't enough room for incredible innovation and hurts teams in the longer run. All the designs of summer projects have basically gone to waste unless you made a drive train that turns fast. I do enjoy the idea of something new, but when you get down to it, this game can turn out to be another stack attack where whomever can build a robot that can go over the line faster wins.

I've seen some mentor and student game designs so much more thought provoked and laid out. What if next year the game design committee were a group of senior team mentors?

Now this little rant may be only because of my headache. :mad: :rolleyes: But there are some truths to it.

One thing I must applaud is a judge certification. While I may fail at it and might not even be able to judge, I'll see if I can take it. Maybe it would be a good idea if all FIRST students take it.

cicib99 05-01-2008 23:20

Re: 2008 Game- Overdrive
 
this is a very creative and good game.

Its give rookie teams something that they can be really good at and for other teams like us it posts the big challenge of hurdling..

Its seems like competition time will be exciting too.

Mike@1023 05-01-2008 23:20

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by fredliu168 (Post 668185)
What prevents a team from throwing the opposition's ball out of the areana? Also, how do refs rule if your blocking the roadway.

Im almost positive you will recieve a penalty for removing any trackball from the field. hence, the outer walls...:ahh:

Mike@1023 05-01-2008 23:24

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by vivek16 (Post 668192)
I downloaded the manual yesterday...

NO CIMS!?!?!?!?!?! arrgh.... the world has gone mad.

-vivek

EDIT: no cims in the kop but apparently the robot parts says the kop has the chalupas...

The manual says there are 2 sims. arent there any in the kop?

Drwurm 05-01-2008 23:45

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Tetraman (Post 669295)
but in the simplicity there isn't enough room for incredible innovation and hurts teams in the longer run.

EXACTLY! ARGH! I hated that, this year, it took us all of an hour to exhaust our feasible strategies before we turned to highly eccentric and probably illegal ones. I like being able to weigh a few good options for a couple days. I would have much rather had an overly complex game this year. They're fun to design for and even more fun to whine about.

enpurx 05-01-2008 23:55

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Tetraman (Post 669295)
All the designs of summer projects have basically gone to waste unless you made a drive train that turns fast.

I'm not that fond of the game itself either, but at least now rookies and veterans are on the same level. This game is atypical enough that the majority of teams will have to start anew. We're all rookies now! :)

Pavan Dave 05-01-2008 23:55

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Tetraman (Post 669295)
This.

Where did the incredible game designs go from 4+ years ago go? The games are getting a lot more simple for outsiders to understand, but in the simplicity there isn't enough room for incredible innovation and hurts teams in the longer run. All the designs of summer projects have basically gone to waste unless you made a drive train that turns fast. I do enjoy the idea of something new, but when you get down to it, this game can turn out to be another stack attack where whomever can build a robot that can go over the line faster wins.

FIRST is a business. They want more customers so they make it easy to follow. Its that simple.

smurfgirl 05-01-2008 23:59

Re: 2008 Game- Overdrive
 
So... our team's connection dropped as Woodie was introducing the game. We heard "the 2008 game, FIRST..." and it went black and silent. It came back at "good luck!" That was a major disappointment, and we were so confused when "Who Wants to be an Engineer?" came on, because we hadn't seen anything. Besides the initial confusion, here's my reaction to the game (though I'm sure I'll grow to love it more than I can imagine right now) :

Things I don't like:
- no real defensive opportunities (who doesn't love our famous New England defense? I'm going to miss it at the Connecticut Regional this year)
- can only drive counter-clockwise; I feel like the tracklike structure and the rules about obstructions limit your movement and your motion a lot
- game pieces are hard to manipulate- I can't lift the trackball myself because it's too large and slippery for me to wrap my arms around, so how can I expect it to be realistic for the robots to do?
- game pieces are heavy and bouncy; they hit with a lot of force (knocked a team member over earlier) and can potentially cause a lot of damage to a robot if they crash into it
- only four signal choices for the remote in hybrid period- we had sixteen autonomous modes last year, so even though we can now control it as we go, four options feels limiting
- return of weight classes? I saw this one in the inspection sheet, but I haven't seen it in section 8 yet
- success in hybrid period doesn't seem to carry that much weight relative to the scoring in teleoperated period
- you have to drive around in circles so much to be able to score...
- it seems like a lot of potential strategies involve working with the alliance partners, but you never know if that will be possible (what their capabilities are)
- the field is still taller than me... so I can't remove game pieces from the top )':

Things I do like:
- hybrid period instead of autonomous
- spherical playing pieces- I told my team so!
- it's very different from past games, so it should be a real challenge
- it seems like it will foster a lot of teamwork within the alliance
- trained referees! so they will make more fair and more consistent calls... and I won't have to break the rules and start arguing with the head ref (I'm the drive Coach)
- doesn't incorporate a green target light and a camera- the remote control should be pretty cool
- offers a lot of opportunities for changing strategies, and on-the-fly math while I'm coaching

The funny thing is, the list of things I like weighs a lot more heavily with me, even though it's much shorter

Herodotus 05-01-2008 23:59

Re: 2008 Game- Overdrive
 
To be perfectly honest, I don't like it. My main problems with it are as follows.

Too much linearity and repetitiveness. Go straight, turn left, go straight, turn left, go straight, turn left. Will our robots even really need to ever turn right? As I driver I am personally annoyed at this aspect.

Also, I don't like the DRASTIC reduction in defense this year. I think last year had a perfect balance of offense and defense, and it REALLY kept it exciting. It's not fun watching a robot just perform an action, it needs to be confronted and challenged to make it interesting. A robot putting tubes on a rack is not cool, even if thy ring the whole thing. What made it cool was when a robot would put a ring on, while being rammed into by another robot. I mean, we don't need battle bots here, but we do need robot vs robot interaction.

Those are really my main beefs with the game. That said , hate is a strong word. I would simply say I'm not excited by the game itself, but luckily the FIRST organization has many things to offer besides just the game itself. Also, I do like the scoring piece in a sick and twisted way. Those things will be a monster to carry around and will prove to be a fun challenge to overcome. I also like the hybrid period idea.

So, here's to making the best out of the competition. And I have to say I understand the GDC has a tough job, and I can't expect them to always do things the way I would want.

artdutra04 05-01-2008 23:59

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Tetraman (Post 669295)
Where did the incredible game designs go from 4+ years ago go? The games are getting a lot more simple for outsiders to understand, but in the simplicity there isn't enough room for incredible innovation and hurts teams in the longer run. All the designs of summer projects have basically gone to waste unless you made a drive train that turns fast. I do enjoy the idea of something new, but when you get down to it, this game can turn out to be another stack attack where whomever can build a robot that can go over the line faster wins.

While I personally think that the 2004 FIRST Frenzy game was arguably the best FRC game ever, I strongly disagree that games of late has stifled innovation. If anything, the level of sophistication and innovation has only grown over time. With the addition of items like the Kitbot to the KoP and companies like AndyMark, gone are the days when just getting a robot that drove was a major hurdle for some teams.

As an avid fan of Top Gear, and with mechanical design being my personal branch of robotics (CS is my second favorite), I really love this game. I loved Triple Play, just because teams could build nice mechanisms and score, score, score without having to really worry about defense. The best defense is a strong offense.

Now this year, not only do we have racing, but now we have rules that encourage us to try cool mechanical designs for manipulating the huge trackballs without worrying that the game will degrade into a defensive pushing match, a la Stack Attack.

smurfgirl 06-01-2008 00:02

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Lawry Goldstein (Post 669286)
I have to say that I feel the overall game is very good with many different levels of complexity for all skill levels.
-Drive around
-Drive around with ball
-Drive around with ball and hurdle
Personally, I kind of wish that one of the balls was on the ground, one in the air incase rookies ever end together or no-one can get a ball off that round, it will be very boring since there isn't going to be any difference and they will just have to sit there and lose.

Other then, I am happy with everything but the 'hybrid' mode. I feel like it does nothing over autonomous and will be abused by teams hoping to make it act like a teli-operated period. I am also slightly worried that these remotes will be unreliable during competition, and teams will be tricked into counting on something that doesn't work. 1 remote well aimed in a workshop will be much different then 6 remote during a competition.

P.S. Doesn't Plexiglas block IR light, meaning that remotes wouldn't work behind the safety shields?

The RoboCoach is operating it, and they have to stand in the RoboCoach stations... which I believe are fenced, not plexiglas.

=Martin=Taylor= 06-01-2008 00:06

Re: 2008 Game- Overdrive
 
If you still think this game is really easy, I suggest you inflate your track ball. You'll quickly realize the enormity of this challenge (literally). Building a manipulator that will be light yet strong enough to hold those balls will be hard.

Also realize that we will have to "catch" these balls after hurdling them. In order to score a hurdle the ball must bounce on the ground - it will then likely bounce away...

As to the excitement of this game I will remain neutral until I see it in action. Although many aspects of this game remind me of the two worst games of all time - 1995 and 2001 (IMO).

cbale2000 06-01-2008 00:16

Re: 2008 Game- Overdrive
 
Well, this game definitely gets the award for "different". I have to say, I liked Aim High a lot, I didn't care much for Rack and Roll, but from what I can tell so far this is probably my least favorite game yet.

Lets see what's changed so far...
  • No defense, whatsoever. Unless you count knocking down the other teams ball at the end (oh wait, the rules prevent you from going that high, never mind). So you essentially just removed about 1/3 of the potential strategies of a standard FIRST game.
  • 4 game pieces (10 if you count the robots, woopie). Always makes for an interesting match. Of course the fact that they're so huge you can't even get them through a door always helps, whats more fun that just a few balls? How about a few REALLY BIG balls?
  • You can now use IR remotes to manipulate auton mode, that conveniently any other team can interfere with. It could also potentially be used as another controller telling your robot to turn, go, and so on, so in a way it could make the entire auton (or "hybrid") mode a bit pointless.
  • Robots this year have to go fast... REALLY fast... in a big circle. I'd almost venture to say it might be more practical just to program you're entire robot to autonomously go around in circles really fast while the everyone just sits back and watches it go around and around (Remind you of any other sport?)
  • Contact is now a really big deal, and we certainly all need bumpers to withstand the light taps of other robots signaling to go around us. Whatever happened to making a robust machine that is actually designed to withstand impact from game elements and other robots?

Oh well, maybe it has something to do with my enjoyment of shows like robot wars and my hatred towards Nascar (loved that spoof picture of the logo a few pages back btw). I will say it is certainly easy for any team to play a part this year, just build something with wheels any you're all set, but does that make things challenging? What will the media that we are supposed to be getting the attention of think of a bunch of robotic race cars driving in a circle for 2 minutes and 15 seconds (ahh, they even made the matches shorter this year!) while some move huge colored exercise balls around? I certainly know what I would think if I was looking at it from an outsiders perspective.


Anyways, enough ranting from me. There's robots to be built after all, regardless of what the game is, or how much a few people do or don't like it. :o :D


Quote:

Originally Posted by galewind (Post 669265)
we measured the ball to be roughly 7.4 pounds (or 7.8 pounds), I dont recall. Anyone else get the discrepancy?

I got almost the same thing after inflating ours (about 7.5 lbs), maybe the manual is just playing it safe or compensating for differences in air pressure or altitude or something. :rolleyes:



By the way, whats this I've been hearing about the Cim motors? Did they get rid of some of them or give us different versions or something? Will the small Cims from last few years still be available? (If not we may have to rethink some drivetrain ideas). :(

663.keith 06-01-2008 00:21

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Lawry Goldstein (Post 669286)
Personally, I kind of wish that one of the balls was on the ground, one in the air incase rookies ever end together or no-one can get a ball off that round, it will be very boring since there isn't going to be any difference and they will just have to sit there and lose.

P.S. Doesn't Plexiglas block IR light, meaning that remotes wouldn't work behind the safety shields?

by my interpretation of the rules, a team that doesn't knock their trackballs off during the entire game will actually get 24 points for both of the balls being at the top of the structure at the end of the match. this gives them time to just race around the track and rack up 6 points every lap. Even still, it seems very unlikely that the trackballs will remain on top for the entire game even if no person on one alliance can get them down, this is FIRST, we aren't known for being very docile competitors, and that structure can wiggle!

in response to the P.S: the robocoach stations have a sort of playground grating instead of plexi so that IR can transmit

Punkk242 06-01-2008 00:27

Re: 2008 Game- Overdrive
 
I am very excited about this years game. But i guess i can only say that because i am a huge NASCAR Enthusiast. Driving this year should be a piece of cake - just like martinsville speedway except with big huge bouncy balls.

Tetraman 06-01-2008 01:14

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by artdutra04 (Post 669379)
Now this year, not only do we have racing, but now we have rules that encourage us to try cool mechanical designs for manipulating the huge trackballs without worrying that the game will degrade into a defensive pushing match, a la Stack Attack.

My personal opinion, is that Overdrive will be fun and exciting. There is however, the issue that Nascar gets laughed at: six robots performing one motion each for 2 minutes. To me, there is no innovation in waiting for other robots to make mistakes. I realize there will be new technology in drive trains and grips...to that I have no doubt. But it's not like we haven't done that before. And rookie teams only have to make an order off a website for the newest and most powerful assembly, something veterans had to actually build and design which was innovation.

This leads me to say that defense will be huge. Just as big as it was in Rack n' Roll, and similar to Rn'R, no one will find it until the third week of regionals when defense strategy comes to light:

Red alliance with three top scorers and blue with two. Red wins so long as they don't screw up more than four passes. The other blue robot can do a "Stop Go Stop" defense. Stopping in front of an opponent, start the 6 seconds, move out of the way and than get back into the way. This can mess a team's tempo. Being able to keep balls away from opponents will just as big, maybe even bigger.

My personal opinion is that this game, as solid as it is, still lacks something that makes it thrilling to watch over and over again.

JoeXIII'007 06-01-2008 01:16

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Punkk242 (Post 669424)
I am very excited about this years game. But i guess i can only say that because i am a huge NASCAR Enthusiast. Driving this year should be a piece of cake - just like martinsville speedway except with big huge bouncy balls.

On the subject of NASCAR, I think I just had a stroke of genius, not in an idea for a bot, but as far as Dean Kamen's homework is concerned...

Quote:

Originally Posted by Wikipedia
With roots as regional entertainment in the Southeastern U.S., NASCAR has grown to become the second-most popular professional sport in terms of television ratings inside the U.S., ranking behind only the National Football League.[1] Internationally, NASCAR races are broadcast in over 150 countries. It holds 17 of the top 20 attended sporting events in the U.S.,1 and has 75 million fans[1] who purchase over $3 billion in annual licensed product sales. These fans are considered the most brand-loyal in all of sports and as a result, Fortune 500 companies sponsor NASCAR more than any other governing body.

Now, despite me disliking NASCAR with great intensity for multiple reasons, I think the potential for public awareness of FIRST with this game is amazing considering the fact that NASCAR has an amazing (for many reasons) fan base.

It is all just a matter of converting enthusiasm for NASCAR to enthusiasm for FIRST. If people start setting up their mobile homes on the lawns and in parking lots near regional events, we've done our job. :D

Simple, though simple, has its many upsides. Enjoy them while they last.

-Joe

Michael Corsetto 06-01-2008 01:36

Re: 2008 Game- Overdrive
 
I was under the assumption that FRC stood for FIRST Robotics Competition. From what I can tell, there's hardly anything robotic about this game at all.

First, they take autonomous mode away and make it "Hybrid" mode, adding essentially limited driver controls to what used to be the programmer's time to shine. Aside from the remote controller, there is no practical use for sensors on the robot, besides standard pot's and such for any manipulators. Any effective autonomous task (ie. race around Track, knock down Trackball) could be easily accomplished with dead reckoning and finding out what position the ball is at via the 4 button remote (I like to call the RoboCoach the "mini-driver"). Although the autonomous mode might be more exciting, it definitely isn't challenging.

Second, as if sensors weren't useless enough, they hold absolutely no advantage in the Teleoperated period. I remember back in 2006 when our robot was capable of tracking the green light and adjusting the pan and tilt of our shooter autonomously and would make the shot almost every time. That was the year where I really saw was robotics was capable of, how a group of high school students could design, build and program a mobile, auto-locking, auto-shooting nerf ball launcher.

Also, contrary to what others have posted about this game reducing the "Drive train arms race" with its lack of defense, I believe it just furthers it. I see no room for innovation in the drivetrain, I don't even see why a 2 speed would be needed. All you need is a high speed, and the more motors in that drivetrain, the better as far as this game is concerned. I remeber seeing drivetrains like 1114's, Simbotics, back in 2004, which had a swivel drive where each individual swivel module was capable of being pnuematically retracted 6 inches upward in order to climb the steps on the field. For the fourth year now, we have an essentially completely flat surface, where teams can just use the kitbot, or even further perfect their 6 wheel design (ie. the "West Coast Drive"), or just rehash any number of other drivetrains used the past 3 years. Just like in the programming aspect of this game, I see no advantage to innovation in the drive systems this year.

All in all, I think FIRST and the GDC took a big step backwards with this year's game, in my opinion dumbing it down to be more "accessible" to new teams and the media, yet leaving experienced teams hanging. Seems like we're all just gonna be building RC cars this year instead of robots :(

Just my $.02,
Mike C.

ps. I don't like the lack of human player either, I enjoyed that aspect of human to robot interaction and I hope it comes back next year.

Drwurm 06-01-2008 01:40

Re: 2008 Game- Overdrive
 
A whole summer project of a 4 speed transmission base. It was supposed to be a super edition west coast drive. USE-LESS.

Nate Smith 06-01-2008 06:36

Re: 2008 Game- Overdrive
 
In the past, FIRST has given a release for copies of the manual to be made for team use. I'd look around and see if this is still the case somewhere in one of the PDF files, if so, that would give you clearance to mirror it in my opinion...

neoshaakti 06-01-2008 07:18

Re: 2008 Game- Overdrive
 
I wish there was more interaction with the other alliance... I liked rack n roll because there was so much defense...
Im not too fond of the track idea...but my focus on strategy keeps my mind away from dwelling over my disappointment

johnr 06-01-2008 08:26

Re: 2008 Game- Overdrive
 
my biggest concern would be how many matches this year where none of the bots can get the balls in play. 1, 2, 3,GO and nobody moved. that sort of thing from last year. also, maybe they should of had a min. weight and size. what i mean is what is the smallest, fastest bot you can build and how many times could bot get around track in two minutes. maybe two of the balls should be on ground to start.

Diriye 06-01-2008 08:34

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by VoX (Post 669248)
I am confused about rule <G36> which states that "HOME STRETCH Height Restriction – ROBOTS in the HOME STRETCH of the opposing
ALLIANCE can not be more than 6 feet tall. A PENALTY will be assigned for each
infraction." This would make it impossible to get your trackball from the overpass (which is 6.5 feet tall!) which runs over the other teams HOME STRETCH, can you please tell me what I am missing here?

You don't get points for putting it over your opponents' overpass, only your own. So, there shouldn't be a need to be over 6ft tall in their homestretch.

Koko Ed 06-01-2008 09:07

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Warren Boudreau (Post 668864)
NASCAR without the wrecks. Yawn......

It's not the worst game, but it doesn't move my WOW-meter.

I bet there will be plenty of wrecks.
The last thing alot of people take into consideration is low COG thus when robots try to take the corner fast - ZING- the robot flips over in a heap. Also when teams to to poke the ball out on the move and don't get their arm down fast enough they're gonna get flipped right over.
Of course all those robot carcases on the fild are goiing to slow down gameplay considerably.

Koko Ed 06-01-2008 09:08

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Tetraman (Post 668938)
Overdrive will probably end up like Rack n' Roll with me. I hated Rack n' Roll until it got competitive.

The one issue I'm having right now...I'm not sure if I want to sign up for Volunteering for field reset...how many people do you need to reset the field this year? 2?

All they need is Big Mike

Koko Ed 06-01-2008 09:30

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by neoshaakti (Post 669612)
I wish there was more interaction with the other alliance... I liked rack n roll because there was so much defense...
Im not too fond of the track idea...but my focus on strategy keeps my mind away from dwelling over my disappointment

What happened at the end of last year in Rack n Roll I wouldn't exactly call defense. More like assault and battery.
I think everyone is selling this game short for defensive possibilities. Sure you can't go the other way but there is more to defense than just smashing your robot against the top offensive robot til it is either on it's side or in pieces. I bet you will see teams poke the ball away and send it bouncing to the far ends of the field thus costing then precious time. Using stalling tactics to make the other bot have to go around costing them time. You will see bumping and you will see people come up with other tactics to slow down the other alliance. Every year people come up wth ways to win the game that's not in the rules but doesn't break the rules. It's called gamesmanship.

BaldGuy 06-01-2008 09:35

Re: 2008 Game- Overdrive
 
Actually rather than poke it would seem to me one the most effective strageies might be to herd you opponents TB's (there I was the first to use this abbreviation!!) and go around the track giving them two points albeit slowly, while someone else on your alliance hurdles....
Thoughts?

Koko Ed 06-01-2008 09:44

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by BaldGuy (Post 669655)
Actually rather than poke it would seem to me one the most effective strageies might be to herd you opponents TB's (there I was the first to use this abbreviation!!) and go around the track giving them two points albeit slowly, while someone else on your alliance hurdles....
Thoughts?

Apparently you can "herd" the trackball you just can't "possess" the trackball. What that constitutes is anyones guess. But I gaurntee you you will see people do it. So basically this game is also a bit like soccer.

skimoose 06-01-2008 09:48

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by VoX (Post 669248)
I am confused about rule <G36> which states that "HOME STRETCH Height Restriction – ROBOTS in the HOME STRETCH of the opposing
ALLIANCE can not be more than 6 feet tall. A PENALTY will be assigned for each
infraction." This would make it impossible to get your trackball from the overpass (which is 6.5 feet tall!) which runs over the other teams HOME STRETCH, can you please tell me what I am missing here?

This is most likely a game rule error which will be corrected in the game forum soon. Since the game starts with a ball from each alliance on each side of the field a robot MUST be able to reach over 6' to get their own ball off the bridge. Also, the game animation clearly showed that descoring a ball from the bridge was a legal move. Again, robots will need the reach to descore.

I'm sure you'll see a correction in update #1.

If you listened to Woody's game introduction and you think this game is one dimensional, stiffling of creativity, or lacking strategy or defense, you're on the wrong side of fulfillment. Go back and reread the rules and really think about it.

Not to get off topic, but going back to Woody's speech. Did anyone else catch at least a dozen references to myth busting? Could it be that Adam and Jamie (and Tory, Grant & Kari) might grace us with an appearance in Atlanta?!?!? :cool:

Jonathan Norris 06-01-2008 10:36

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Diriye (Post 669629)
You don't get points for putting it over your opponents' overpass, only your own. So, there shouldn't be a need to be over 6ft tall in their homestretch.

One of your alliance's balls will start on the opponents overpass... that could come in handy during the game :p. So yes there is a need to go over 6'.

Hadi379 06-01-2008 10:49

Re: 2008 Game- Overdrive
 
What if the purpose of the 6' height limit in the opposing teams area is intentional? Maybe we aren't supposed to be able to knock down our 2nd track ball for use in the game unless the opposing team knocks it down for us. One strategy could be for one alliance to use one trackball to move around the field, while the the opposing alliance trackball stays where it started. At the end of the match, you knock off the opposing teams trackball from your alliances side, therefore not allowing them to score points by having a track ball on the rails. Does this make sens?

Palbot 06-01-2008 11:20

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Bongle (Post 668386)
I just thought of this:
Teams that have the capability to do a lot of driver training (read: can build a practice bot) will probably have a bigger advantage this year. Since it's all about speed and control, teams whose drivers have spent many hours on a robot will have an edge.

Think about it this way: Go try to play a challenging driving game like Forza, GT4, or Live For Speed for an hour, and note your times after an hour. Then continue to play it for 20 hours, and see how much better and versatile you've become. That's the kind of training difference you'd probably see in real life as well. A driver that is very familiar with how his/her robot behaves will have a big advantage going into a race like this.

Remember driving in front of the player stations will be much easier than seeing your robot on the opposite side of the field and trying to avoid those five other robots moving fast. Remember "Speed Kills" Slow but steady may win the race!!!!!

SSMike 06-01-2008 11:36

Re: 2008 Game- Overdrive
 
Is it possible to find the test(s) that the refs will be taking to qualify as a referee? This would be to see what they would call most frequently.

kE7JLM 06-01-2008 12:25

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Molten (Post 668182)
Could someone post a link to the manual?



Here it is -
http://www.usfirst.org/community/frc...nt.aspx?id=452

Bongle 06-01-2008 12:58

Re: 2008 Game- Overdrive
 
The complaining about a lack of room for innovation doesn't make any sense. A FRC robot from past years probably tops out at 25mph. An electric RC car tops out at 55+mph. Let's call the electric RC car an ideal for a battery-powered teleoperated vehicle. So teams that choose to re-use an old drivetrain will be left with something that can't even do 50% of the ideal.

A 6WD system inherited from past years will be somewhat competitive, but a team that innovates to cut weight and increase handling and speed will probably be able to double the speed of a team just re-using a past drive base.

Quote:

First, they take autonomous mode away and make it "Hybrid" mode, adding essentially limited driver controls to what used to be the programmer's time to shine. Aside from the remote controller, there is no practical use for sensors on the robot, besides standard pot's and such for any manipulators. Any effective autonomous task (ie. race around Track, knock down Trackball) could be easily accomplished with dead reckoning and finding out what position the ball is at via the 4 button remote (I like to call the RoboCoach the "mini-driver"). Although the autonomous mode might be more exciting, it definitely isn't challenging.
I don't have access to the IR board, but my impression was that it was one-directional, so you would only really be able to talk to your robot when it was pointing at you. In order to complete a full lap, the robot would not be pointing at you for a good half of it.

Petey 06-01-2008 13:54

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Hadi379 (Post 669683)
What if the purpose of the 6' height limit in the opposing teams area is intentional? Maybe we aren't supposed to be able to knock down our 2nd track ball for use in the game unless the opposing team knocks it down for us. One strategy could be for one alliance to use one trackball to move around the field, while the the opposing alliance trackball stays where it started. At the end of the match, you knock off the opposing teams trackball from your alliances side, therefore not allowing them to score points by having a track ball on the rails. Does this make sens?

By jove I think he's got it.

artdutra04 06-01-2008 14:18

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by Rex114 (Post 669491)
Also, contrary to what others have posted about this game reducing the "Drive train arms race" with its lack of defense, I believe it just furthers it. I see no room for innovation in the drivetrain, I don't even see why a 2 speed would be needed. All you need is a high speed, and the more motors in that drivetrain, the better as far as this game is concerned. I remeber seeing drivetrains like 1114's, Simbotics, back in 2004, which had a swivel drive where each individual swivel module was capable of being pnuematically retracted 6 inches upward in order to climb the steps on the field. For the fourth year now, we have an essentially completely flat surface, where teams can just use the kitbot, or even further perfect their 6 wheel design (ie. the "West Coast Drive"), or just rehash any number of other drivetrains used the past 3 years. Just like in the programming aspect of this game, I see no advantage to innovation in the drive systems this year.

The team you are referring to from the 2004 season was Wildstang (111); here's a video of their robot:

http://www.chiefdelphi.com/forums/sh...19&postcount=1
Quote:

Originally Posted by Drwurm (Post 669497)
A whole summer project of a 4 speed transmission base. It was supposed to be a super edition west coast drive. USE-LESS.

No, it was not.

Every team takes a risk when they prototype ideas over the summer, with the expectation that it may not be possible to use that idea during the next build season. While testing an idea that could make it's way onto a future robot is a clear benefit of summer prototyping, the other clear benefit is the knowledge learned along the way.

Also, what's to say that the opportunity to use that transmission in future robots will not present itself next (2009) FRC season? By prototyping a 4-speed transmission over the summer, you've just added yet another mechanism to your team's arsenal of knowledge for the future.

ccsingle07 06-01-2008 14:27

Re: 2008 Game- Overdrive
 
This years game is just ok :rolleyes: , i has hoping for a more competitive game. The racing is very cool :D , but the balls seem more of an after thought.:]

royal_robotix 06-01-2008 14:37

Re: 2008 Game- Overdrive
 
this game seems a lot more simplistic than last year but its a great game. im really excited for actual gameplay.

Transporter1717 06-01-2008 14:44

Re: 2008 Game- Overdrive
 
i too think that the game is just an ok idea. The balls seem to be an afterthought but it will be exciting to see what teams create to score points with the balls. Something like this would be a good idea if it could somehow be modified to throw trackballs and not beer.

http://www.metacafe.com/watch/445498..._refrigerator/

BBnum3 06-01-2008 14:45

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by artdutra04 (Post 669836)
The team you are referring to from the 2004 season was Wildstang (111); here's a video of their robot:

Actually 1114's robot did what he was talking about. There's a picture of it here.

GBIT 06-01-2008 16:33

Re: 2008 Game- Overdrive
 
1 Attachment(s)
Quote:

Originally Posted by Bongle (Post 668300)
My first edition of this post was probably in error.

Edit:A math proof that the ball should dangle far enough below the rails to be bump-able

given a trackball center at (0,0)
given a trackball contact point with a rail at (16,y) (the rails are 32" apart)
given the trackball is 20" and assuming it remains approximately spherical, then...

x^2 + y^2 = r^2
16^2 + y^2 = 400
y^2 = 400 - 256
y = 12

So the contact point for the rails will be 12" below the center of the ball. This means that between the rails, the bottom of the ball should be 8" below them, and thus 2" below the maximum allowed height of a robot in the opponent zone. However, this is in an ideal world where the rails are infinitely thin and the ball is perfectly sperical. Since the rails are 1.5" wide and the ball will deform some, the ball may be slightly higher than where I computed it to be, and the contact space for a robot will be very, very small.

Umm. Hope not too many people used this number because our team found it to be wrong. We noticed the the equation above used numbers assuming the ball was on center with the pipes. this is not true seeing that the ball rests on the top of the pipes. We found the hang to be (assuming the the 6.5' overpass is on center with the pipes) it would hang only 1.5 inches below the 6' legal limit. If the 6.5' is at the bottom of the pipes it would hang only .67 inches from the 6' limit. this is assuming the the ball in of 40" diameter.

the attachment shows this:

Arefin Bari 06-01-2008 16:56

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by keenanmolner (Post 668279)

WHERE ARE THE CIM'S!!!:confused: :eek:
ARE THEY SERIOUS IN NOT GIVING US CIM'S

Can you use ones from last year or can you only use the motors that they give us this year?:ahh:

Calm down.

... before posting here on the forum and go crazy over what's not in the KOP, please please please go through your KOP. You have till Wednesday to tell FIRST what you are missing from the KOP.

Look, also keep in mind that not everyone is going to be happy with the game from this year. Even if you don't like the game, you don't have a choice, you are going to build a robot for "OVERDRIVE." Take it as a challenge, follow the rules and produce a simple/effective machine.

Boothy180 06-01-2008 17:18

Re: 2008 Game- Overdrive
 
http://www.theonion.com/content/vide...eveals_winning

yeah, that pretty much sums up my feelings

JaneYoung 06-01-2008 17:34

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by skimoose (Post 669661)
If you listened to Woody's game introduction and you think this game is one dimensional, stiffling of creativity, or lacking strategy or defense, you're on the wrong side of fulfillment. Go back and reread the rules and really think about it.

Well, it took a few pages but I finally got to read a post that I understand. :)

This is a shift in thinking. I have no doubt that the GDC has tremendous respect for the teams and the innovative and incredible designs that are going to come into play in this year's game.

Defense does not necessarily have to be about bashing robots - it can be about how you play the game. I've read many posts referring to Nascar. There is a lot of strategy, a lot of work that goes into racing those cars. It isn't just getting in the car and putting the pedal to the medal. We have a race involving robots and very big balls that may or may not respond the way you hope they will or plan for them to.

How the alliances work together is thought provoking regarding what they will choose to design/build and what they won't - what the options/opportunities will be.

In my mind this is a multi-layered competition that can be simple or complex - again - with tons of strategy involved. Offense and defense is there, it is just different. It will be amazing to see how it is played out this season.

I also think that this is great eye candy for viewers and the media. Beautiful.

Laaba 80 06-01-2008 17:40

Re: 2008 Game- Overdrive
 
Quote:

Originally Posted by JaneYoung (Post 670077)
I also think that this is great eye candy for viewers and the media. Beautiful.

It will, but I personally like the balls from Aim High flying around better.
Joey

VEN 06-01-2008 18:02

Re: 2008 Game- Overdrive
 
I think this is a whole new beginning for FRC. It may seem easy but you have to start low in order to be able to move up. Next thing you know, our robots will have to guide themselves through a maze in order to get to the arena to play the actual game or complete a task.

Koko Ed 06-01-2008 18:07

Re: 2008 Game- Overdrive
 
To those who say the game is "easy". If it's easy to you it's easy to your opponents too. Fortunately (or unfortunately depending on how you look at it) you are not competing against the game but against your opponent and if you don't get your head in the game your opponent will be running circles around you literally.

Enigma's puzzle 06-01-2008 19:00

Re: 2008 Game- Overdrive
 
I believe everyone isn't being open minded enough to game. This game seems to level the field for rookies that try to speed around the field. BUT
How many teams will be able to go around the track 3 times before a team can hurdle the overpass? few
Add the congestion of all 5 other robots going at different speeds and not nessicarily giving adiquit room to pass? becomes more complicated quickly
But achieving a lap in hybrid mode might be the turning point coming into teleoperated with a huge lead and i forsee that as the only way to win by only running laps
Hurdling is going to be the turning point (you can qoute that)


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