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Defensive Strategy - cornering opponents ball
This appears to be legal and a good strategy if you are going up against 2 good hurdlers, or if you have one big slow robot. If you push your opponent's trackball into a corner and "trap" it there, you can prevent them from getting potentially 8 points per lap versus the 2 points per lap you give up sitting there. The definition of herding allows continuous contact, and it doesn't meet the definition of being captured since the ball wouldn't keep the same position relative to your robot if you moved. You aren't impeding traffic so there is no requirement for you to move.
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Re: Defensive Strategy - cornering opponents ball
I'm pretty sure they mad the corners like they did to stop the balls from getting trapped in the corner. I'm pretty sure it says that somewhere in the manual
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What if a robot on the opposing alliance nudges you? If they got in a postition where you were technically impeding them, then you would have to move out of his way and free the trackballs from the corner. This is unless of course the rules specify that you only have to move if you are in the straightaways, which I believe they do not.
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Re: Defensive Strategy - cornering opponents ball
If you are in a corner, then you won't be impeding traffic, unless there are a lot of robots around you.
The rules say that you can herd as many balls as you want, potentially both of your opponents' :yikes: If you get them both into and inaccessible corner for half the match, then you would be making the game less fun, but you would get a serious advantage. |
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I thought the rules said that you could only herd 1 trackball
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The only way I would be technically impeding them is if one of my alliance partners was blocking the rest of the track; there is over 14 feet worth of space between the corner and the lane divider, my robot and the ball will take up 6.5, which leaves enough room for a robot (even 2 robots) to go around me.
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I hadn't thought of that - trapping both trackballs with one robot. Brilliant! |
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Like I said, I think that ball-hogging will make the game get very old and dry very quickly and I hope that teams find strategies that go along with the spirit of the game instead. |
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I thought is would be niffty to wait next to your opponents ball until they came into that zone to get it, then hit it into the previous zone, therefore making them go all the way around the field to retrieve their ball.
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this seems like a very good idea:]
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hmm...
Lets say you were cornering the ball. If one or two opposing robots came up beside you, so together you were all blocking the track, could they then bring in another robot and bump you to pass? Might be a counter to this strategy. It probably be more interesting to simply knock the ball out of the field, but that's unfair to the other team. |
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you could have one of your team bump them to counter the counter
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Note that a ROBOT is not IMPEDING traffic if: • there is a clear “passing lane” around the ROBOT, or • the IMPEDING ROBOT and the approaching ROBOT are from the same ALLIANCE (i.e. a ROBOT can not impede another ROBOT of the same ALLIANCE), or • the ROBOT is in the process of HURDLING (except as noted in Rule <G43>). My interpretation of this rule is that you are not impeding if the clear passing lane is blocked by the other alliance. They can't simply declare you to be the one who is impeding by bumping you. |
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Get your alliance partner to act like he's stuck on a corner. Then you bump the opponent who's trapping the ball. BAM opponent has to move. Counter to the ridiculous counter of the loophole through the rule.
So let's say you decide to take this strategy with your bot: There are now 3 opponent robots working together with a single track ball who are STILL scoring points. You my friend are not. You built a $10,000 robot that has the objective of sitting in a corner entraping a ball -- $10 worth of cinder blocks could do the same thing, so why even waste the engineering effort and money to build the machine? Take this strategy and you will be outscored by an alliance that works together, and believe me after last year's bot-to-bot ramping there are quite a few teams who are figuring their strategies & designs based upon helping their alliance out in addition to their own team status. |
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I don't think anyone is proposing building your robot with this as its sole purpose. If your [mechanism] breaks and you're up against a couple of good hurdlers, this might be a very useful strategy in your repertoire. You could drive in circles for a couple points a lap, or you could pin the ball and reduce one of your opponents' scoring ability from ten points per lap down to two. That seems like a useful backup strategy to me.
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There are 3 robots on each alliance, and only 2 trackballs. Ignore hurdling for a moment; the other alliance can score 8 points per lap (3 robots + 1 ball x 2 pts each) and yours can also score 8 per lap (2 robots + 2 balls x 2 pts each) while you sit in the corner with 1 ball, so that's a draw. If you can trap 2 balls then the other alliance can only score 6 per lap versus your 8. Now add hurdling. Your alliance has 2 balls with opportunity for the 6 point bonus each lap; the other alliance only has 1. How can that not be a benefit? And why not use cinder blocks? Because accomplishing this strategy is not a done deal. You are going to have to fight to contain the balls - your robot needs traction, a good plow that protects but doesn't possess, some maneuverability. It needs to stow in the envelope and deploy to work. If my robot can keep your robot from using its fantastic hurdler to score, who wasted the $10k? If defense wasn't a desirable aspect to the game, why not just put one alliance on the field at a time? Certainly you can score better with noone going against you. If your strategy involves scoring the ball you better design your robot to obtain a ball - which includes from the overpass or from the track or from another robot trying to block you. |
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Instead of baracading yourself in the corner, why not take possion of the trackball and make your rounds around the track. That way you won't impede traffic and you'll earn points as well. Not a very nice strategy, but I guess you could call it defense.
Seems like its barely not against the rules to have possion of two trackballs as long as you don't hurdle one, but I will be amazed if anyone builds a robot that can keep in possion 2 40" diameter balls. :D |
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I don't see much of a return on investment in this.
While you sit there "blocking" the trackball: a. you are not scoring points. b. the other alliance can still be doing laps without the one of their trackballs and continuing to score points, and c. Contact in the bumper zone is still allowed, so long as it's not egregious behavior. If a robot from the other alliance is trying to push my trackball into a 135o corner, I'd tell my drivers to just start pushing their robot. No high speed ramming or egregious behavior, just solid bumper-to-bumper contact. With the covers on the trackballs being so slippery, something will give, and I doubt that trackball will stay cornered for very long. Now if there were 90o corners on the playing field, this strategy would be much more viable. But with the current field, I can't see it working for very long against a robot with a decent driver and drive train. |
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1) <G29> POSSESSING Opponent’s TRACKBALLS - ROBOTS may not be in the POSSESSION of a TRACKBALL belonging to an opposing ALLIANCE. A PENALTY will be assigned for each violation. HERDING of an opponent’s TRACKBALL and removing an opponent’s TRACKBALL from the OVERPASS is permitted. So, you can't possess the other alliance's ball, but you can herd it. But: <G10> Each TRACKBALL that has CROSSED its own FINISH LINE while not in contact with a ROBOT of the same ALLIANCE will earn 2 points. So, if you herd your opponents' ball around the track (and therefore across their finish line) you are scoring 2 pts for them, which offset the 2 pts you score for crossing your own finish line. |
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This will definitely be a viable strategy for many teams [I know of one team that will use it for sure (I wonder who it could be. . . 233, or other. . . ?)] - we'll just have to see how the game plays, how teams go about this strategy, and how creative/aggressive teams get when trying to counter it.
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I'm glad I found this thread. Here's an example of something that has happened. Team A traps team B's trackball against the corner consisting of the grated area making the Robocoach's wall & the Lexan players station wall on Team A's lane side. Team B can not get to their trackball without crossing the Lane Divider in the legal direction, & going around Team A in reverse (illegal way) over the Lane Divider line. To do this, Team B would get at least one 10pt. penalty. There is a clear way to go past, so Team A is not technically blocking a lane / impeding traffic. (No Penalty) Team A pins Team B's ball there for a good 30 seconds while Team B makes an effort to get it by staying around Team A and bumping Team A so they will move away from the ball. That's not the end of the story though. Upon Team A finally letting up on the pinning strategy, & pushing it forward over the Lane Divider line, Team B grabs the ball... It's now losing air from being pinned so tightly into the wall. Team B tries to grab the ball but fails at hurdling the ball as it falls out of their grabber before it is at a height to go over the Overpass & is made inactive on the field. Now, with a minute or so left in the match, a new ball is made ready at the sidelines, but never put into the arena, and the popped ball sits there just losing more & more air with a new ball nowhere to be found. Team B loses the match. Team A is assessed no penalties for any play in question. (Popped ball, impeding traffic, pinning an opponent's trackball) Upon waiting for a decision, & seeing the score with Team B losing by a small amount (which a good ball would have been able to compensate for), the match & plays are legally disputed with a Student from Team B & the Head Referee, but no penalties are given to Team A, nor is a rematch granted. What do you think about pinning a ball now, and the legality of it? Actually, let's do one of these. Based on the 2008 rules, You make the call!! |
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Team A did not impede traffic, pinning the ball is not against the rules, and new track balls are entered into the field only when it is safe to do so. Score 1 for the defense. |
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A rookie team, 2612, did this at GLR to shut down the opposing alliance, which included 47. |
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I find it extremely hard to believe with 4 possible open entry points on the field for a ball to be placed back in, that at no time in 1 minute was there not a "safe opportunity" to put one back in. And yes, this did happen in a Week 5 regional. |
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The defense in your example seems perfectly valid. |
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yea cornering works...but be careful bout it...
during our first practice match our team attempted to push a ball away from another robot and then push it into a corner... well the ball popped up and bounced on top of us. we got penalized because the refs called that possesion of an opponents trackball. now that was possession(supporting another teams trackball) but u gotta be careful because you don't know how picky the refs are going to be. |
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Its a valid strategy and in some cases the only one that will work. We used it as part of the #8 alliance of 291, 862, 573 in the quarterfinals against #1 66, 217, 910. We tried only having one robot play defense on the other trackballs and it didn't work 114 to 62, the next two matches we had two robots dedicated to playing keep away with other trackballs and 217, the first time it allowed us to tie them at 54 (with a penalty on them), then next we tried it again but they beat use by having 910 grab a trackball while we doubled up on 217 trying to keep the other away from them, then 217 was able to come around and grab the trackball 910 was holding and hurdle that one. Doing that they won 88 to 62. It was amazing (and slightly scary) looking down the field while coaching and seeing 217 pick up a trackball out of 910. Simply an awesome counter to our defense.
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yea.Corning does work my team did it many time in finals. Funny tho how people will find the smalles loop holes and use it as defense...
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I think that this could be a very good strategy, and from the posts I've seen, it seems to work. But I think that it should only be used if your scoring mechanism is in some way disabled during the match. At kickoff(correct me if I'm wrong) it seemed to me that they really didn't want teams to play much defense, and that they wanted us to really try to challenge ourselves by trying to make a great scoring bot.
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It's valid defense.
I know the round that Elgin is referring to (I think) and while I won't name names, the reason that a new trackball wasn't put onto the field, is that the old (popped) trackball was being brought around the field and attempted to score with. Which means that it wasn't declared "dead" until it was sitting on the field deflating. Had the team that picked up the deflating trackball decided to leave it, then a new ball probably would've been placed on the field. The blocker wasn't pushing the ball against the wall in an attempt to pop it. It was simply sitting there, moving back and forth preventing the opposing alliance to grab onto it. I say bravo, and I only hope that we see strategies like this in the future. |
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thats an interesting strategy, being on a team with a very offensive robot (we like to score) we would get very annoyed by this sort of passive defense. Yes it would work but is it really in the spirit of the game, from what i've seen as far as kick off and the rules, this game was ment to be almost purely offensive and this strategy just seems like teams, as some one above said, are finding loop holes and calling it defense. So yes a clever and most likely successful strategy but probaly not how the game was invisioned by the design team, not that there is anything wrong with thinking outside the box.
good luck with it we will see how it plays out in Atlanta |
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I cannot comment on there not being a safe oppertunity for a whole minute. I know at BAE the popped balls were removed (if possible) but the new ball was put in rather quickly. Do you have a TBA link to the match in question? |
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If you watch 148 this week at Bayou during the elims(only ones i watched so they might have done this the rest of the comp to) it seemed like they gave up lap running and focused completely on defense.
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And I don't think playing defense is finding loopholes ... it's more finding ways to slow down those that think of offense only :p |
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i mean just this particular strategy of finding a way to inaffect control or possess two of your opponets trackballs(through the herding rule), and despite the nature of this years game there are a lot of affective defensive bots
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Thanks, it was a blast playing against you guys. Sadly no GLR was our last stop, though I believe 291 and 573 are going to Atlanta. Good luck to you guys. |
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Thank you. Well hope to see you guys next year at GLR.
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We talked about using this strategy with 217 before we started our first playoff match. Paul Copioli and I kept in constant communications behind the drivers watching to see how the opponents played us. If they let 217 get the ball, then we grabbed one ourselves and scored it (usually 3 to 4 a match which complemented their 5 to 6). If however they got boxed up or couldn't get a ball, we'd deliver our ball to them in our home zone and while they were shooting it, go get the other ball that had been left behind. That left the defender(s) caught between "waiting" for them to shoot and beginning to defend again, or going after us. Either way, we had a free bot to grab, and pass or score the other ball. Similarly if one of us got hung up on the overpass, the other alliance partner was there as fast as possible to free them. I think having the coaches discuss and plan stragegies like this ahead of time and then communicating during the matches can make all the difference in the world. On another note, we also did the same type of planning for hybrid mode. It took us a few matches to work out the timing (delays) and positions so that all three of us could get our 3 or 4 lines without bumping into each other. An auton switch with a variable delay can be a lifesaver! |
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I don't mean to sound nasty or negative, I really don't agree with all of this talk about pinning the ball. For one, it takes the whole concept of the game and crushes it. The game this year was designed to be an offensive game, not a defensive game. Sure, defense will always be a part of the game but it comes in other forms. How about instead of pinning the trackball and basically giving a low-blow to the other alliance, just keep it out of the opposing alliance's possession. Get in the way when they are trying to pick it up, or push it out of the way. If you really are trying to ruin the game then by all means pin the ball in a corner, but it is not a sportsman-like strategy. It may not technically be against the rules, but does it really seem right?
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Is cornering an opponents trackball legal? This strategy is becoming very affective and will no doubt be a part of game play in Atlanta. I see nothing in the rules that prevents you from knocking an opponents trackball all over the field, the rules even allow you to herd and hurdle (knocking off overpass in a counter clockwise direction) your opponents trackball. As I read the definition of POSSESSION a few questions come to mind:
POSSESSION: Controlling the position and movement of a TRACKBALL while the TRACKBALL is supported or captured by an ALLIANCE shall be considered POSSESSION of the TRACKBALL. A TRACKBALL shall be considered “supported” by a ROBOT if in the estimation of a reasonably astute observer the majority of the weight of the TRACKBALL is being borne by the ROBOT. A TRACKBALL shall be considered “captured” by a ROBOT if, as the ROBOT moves or changes orientation (e.g. backs up or spins in place), the TRACKBALL remains in approximately the same position relative to the ROBOT. Both the “supported” and “captured” conditions include the case where the TRACKBALL is also in contact with the floor. If you have a trackball pinned between you and a field element, are you controlling the position of the trackball? If you have a trackball pinned between you and a field element, by preventing the trackball from moving, are you controlling the movement of a trackball? If you have a trackball pinned between you and a field element and when you move back and forth, the trackball stays pinned between you and the filed element, have you captured the trackball? I do not necessarily like lawyering the rules. However, the GDC has made it clear that they do not want you to possess your opponents trackball. I see pinning your opponents trackball as approaching the fine line between affective defense and possession. When you pin a trackball, I believe you are controlling the position of that trackball. By definition, "and", you must also control the movement of the trackball. Is preventing the trackball from moving, also controlling the movement of the trackball. I don't know. Anyone else have any comments? From the Q & A: "The difference between Herding and Possession (specifically "captured") is inherent in the influence the Robot has over the Trackball's movement. A Robot is Herding if it pushes, bumps, rolls, etc a Trackball in a particular direction, but the Trackball is not controlled by the Robot. A Robot has "captured" a Trackball if it consistently controls the location of a Trackball with reference to the Robot. We cannot comment on specific assemblies and designs." If a trackball is consistantly pinned between you and a field element, or located between you and a field element, have you captured that trackball? Playing keep away is a permitted strategy, I am not sure that pinning a trackball is in the spirit of this years game. |
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Pinning the ball against a wall is not possession, because if the robot would move the ball would not move with it.
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I had the best seat in the house to witness one example of this tactic: I was standing 6 ft away when 84 trapped their opponent's trackball against the robocoach fence and 103 successfully took it away - eventually. 84 did not possess or fully control the position of the ball at any time; they simply pushed it against the fence and made it difficult for 103 to get to it. Given the capabilities of those two machines, I feel this was the best tactic 84 could play. They certainly wouldn't have been able to harry a flying 103 on the run! But playing this game slowed their opponent down considerably, allowing their partners to close the gap with their faster-shooting opponents.
I feel that this is not a loophole or underhanded in any way, at least the way these teams played it. It was simply the best way that this robot could help their alliance partners. I believe that if the GDC had wanted this to be an offensive-only game, they would have put six trackballs on the overpass. I'm pretty sure that 341 was overjoyed to find that 84 was still there for them to pick for their alliance, knowing how well they play alliance strategy and that they can be depended upon to play fair. They did win Philly together last year using much the same strategy, after all. |
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I gotta say we were "guilty" of this more than once, because at LSR the best way we saw for us to compete was to pin and push and block the trackballs away from our opponents in the semifinals at LSR.
We realized this after the first match (76,18) we lost and managed to almost eke out a win the second match (68,50) because of our defense. Unfortunately, our battery somehow shorted before halfway through the match. Definitely not not GP though. -Jesus |
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Hey if Jesus says pinning trackballs is GP, how can you argue with that? :P So it has been written. So it shall be done. |
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When I said pinning, I did ean in the sense that we ran it agains the wall. |
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It would seem that defensively bumping a trackball backwards after it's been hurdled would earn a much larger point differential than simply pinning a ball in place. It allows you to keep moving and forces the opponents to do 2 laps before hurdling that ball again (20-30 seconds of delay) instead of sitting in place for 15-20 seconds. Of course, this is subjective to being in the right place at the right time.
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Do what you said, but then have a partner pin it in their homestretch while you lap and do whatever. Repeat as necessary to achieve proper annoying effect........;) Adds even more delay as not only would they have to lap the ball to get it "hurdleable" again, they'd have to waste even more time trying to pry it away from your defending partner first. Even better, have your partner pass you your trackball across the opponent's finish line as you pass them the opponent's trackball. You would be free to grab your trackball, make the short quadrant jump to your homestretch, and hurdle away. Play a flexible offensive/defensive strategy throughout the match. This all requires the proper coordination but it would be quite awesome to see, IMHO. |
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And as you said, the annoying effect, would affect them even more by impairing the drivers flow of adrenaline with thyroid hormones.:ahh: :D
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Interesting.
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Congrats for picking your first post to consist of " interesting":D .
But seriously, actively participate more often, mkay? We don't bite. On the driving not, I had utter confidence in our driver and believe that games can be won or lost based on the defense of each alliance as well as the offense. |
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I have always thought the third robot is usually best served as a defense bot, since they can likely prevent more points in (high scoring) opponents hurdles then they can score (without one of their own trackballs) by simply doing laps (prevent 3 hurdles > 11 laps). Pretty much every alliance at I saw Philly tried trackball defense including pinning trackballs at some point with various degrees of success. Alliance 7 even tried using 2 robots to pin 2 trackballs. They succeeded in pinning one for the majority of the match. I was totally surprised how little defense there was in the qualification matches, considering Philly's rep in previous years. At both regionals my team competed in, FLR and Philly, the alliance with the best trackball defender IMHO won. At FLR it was 2053 (with 20 & 191 & later 174) and at Philly it was 84. They can't win it without the offensive robots but they certainly play a key role in the "alliance" winning. |
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While pinning is definitely against the intent of the game, I do have to say it will make the championship interesting. I think we'll find more lower seeding box bots making it in to the finals and beyond because of defensive abilities.
I do have to warn any team that sees fit to pin our ball that I have no qualms against high speed "bumping" of the trackball to recover it . . . |
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I will say this, pinning the trackball is one hell of a defensive strategy, it cost us the semi's in philly. If you need a defensive strategy, use this one and you effectively make any match with 2 hurdlers into a match with one hurdler and a hurdler that now has to run laps.
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Yup, "accidently". . .
If you can't tell, pinning is really starting to tick me off because it's such a good defensive strategy XD (we have a highly offensive bot)! I'd recommend any team looking for defensive strategies try to pin the balls. |
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What we will probably begin to see is many versatile offensive teams using the low end of their shifters to separate the pinning bot from the trackball? The game will slow some and the scores will reduce in these instances, but I still see the game going in favor of the team actually scoring hurdles... |
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As someone who's been on both sides of the pinning - having partners who pinned to help us and having to fight through pins, I wouldn't mind a modification to the rules - allow pinning for 10 seconds, and then force the bot to back off for say 3 feet and 3 seconds - just like last year. That way, they can't hold it forever but can slow things down.
My only other rule suggestion is to change the lane violation rule on the "end lanes" (not the overpass lanes) to NOT be a violation if you break the plane but only if your entire robot crosses back into the previous quadrant. That way, you could turn or move out of the way of another bot and as long as your entire robot didn't come back into the previous quadrant, you'd be fine. I think this would reduce those darned violations by a good 80% and everyone would be happy. The whole purpose was to keep people going clockwise and not be able to do tricky plane maneuvers around the finish line - both of which this would keep in effect. |
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Well, I think you'd have so few violations of it this way, that it wouldn't really matter. Bots very seldom enter the entire way back into "Q2", it's usually just an arm or corner as they make the turn in traffic. I bet you'd see one every 4 or 5 matches... at best... which would be a tiny fraction of what they are now. Nobody likes the way it is now.
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One of the teams that is mentored by us (Purdue FIRST Programs) had a cornering strategy that messed up, but ended up working wonders. We tried to ram one of the other team's trackballs away from them, and managed to knock it off of the field and down the aisle. It wasn't intentional, but it worked pretty well.
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(Changing the line violation to work like that would allow people to go backwards and remove balls from the overpass behind them, which isn't allowed by the current rule. This may be why it hasn't been modified as everyone has suggested.)
But back on to the topic of cornering trackballs: it seems to me that this is something that was originally anticipated by the game designers, hence the lack of a rule to prevent it. But remember, if you pin both of your opponent's balls with two of your alliances' robots, you effectively have only one robot on the field that is doing anything. The other alliance has three teams that can all run laps while their trackballs are pinned, which will still get them a substantial amount of points! Unfortunately for the defensive bots, this years game doesn't offer much of an endgame bonus (as compared to 06 and 07), so it is hard to play defense the entire match and pull out a win. |
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well i dono about that cuz if u hav a decent hurdler then the 3 oponents get 6 pts for every 10 ur team gets (8 for the hurdle and 2 for the lap) and if they can put one ball up at the end then ur alliance is pretty well off. the only flaw is if the oposing 3 alliance robots are a lot faster than ur hurdler, but other than that if u corner all the oponents track balls ur pretty well off.
although another thing that could mess u up is the hybrid mode. if the other alliance puts u in a big enough hole in the first 15 sec then u ll have to hav 2 hurdlers and defend only one of the oponent's track balls. |
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Alright I'm sorry i will make sure to write correctly in the future. Thank you for telling me though so I can make that change. :)
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I'm not sure I buy all this "defensive bot" talk. It seems these robots are simply bots that are not capable of doing anything else. Anyone can slap a drive train on a control board and create a "defensive bot". If one has a robot that can not hurdle/herd and is not even fast enough run laps the appropriate term is box bot. I believe this is why the game creators put such little value in defense this year. They want to encourage teams build a robot to actually play the game. They don't want teams to put together some robot that can be thrown into any game and called a "defensive bot". They want us to put some real thought in to our bots. They want us to truly engineer a unique piece of machinery. They want us to craft arms for hurdling. They want us to design complex shooters to launch the ball over the overpass. They want us to build grippers to quickly retrieve the track ball. They want us to engineer speedy drive trains to rack up laps. They don't want us throwing wheels on an iron frame and pinning track balls in the corner. Come on people, lets play the game! |
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As for whether or not the defense belongs in the game, it's obvious that the GDC was trying to encourage teams to build offensive robots this year (which is why all of these darn penalties are required...), but there are always going to be teams that cannot complete the task and end up with a half-done robot that can't run fast laps or hurdle the ball. I think this was anticipated, and so no rules were made to stop these teams from intercepting/playing keep away with the other alliance's trackballs. But with the way the scoring works, there isn't a good chance for a team to win with this type of defensive strategy. (As a side note, I used to be way against defense, especially after Rack'n'Roll. Now I see that it is just another part of the challenge. Don't fight it, just overcome it with a better robot. :)) |
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Teams like us have spent too many hours building a powerful bot to have our scoring potential neutralized by a half-done box bot ("defensive bot"). The game creators intended to reduce pinning. This can be found by the lack of any 90 degree corners in the track. Unfortunately, teams are still able to pin a ball. I've done the math and I have a counter pinning strategy: high speed ramming. If I can get our 120lb bot moving at 20 ft/s we should be able to disable/dislodge the defensive bot/track ball. A single lap w/ hurdle will be sufficient to cover 10pt penalty. After this, one of four things happens: A) The defensive robot has been damaged and is no longer able to play defense B) The defensive robot is still working, but we are able to keep control of the ball C) The defensive robot, while still working, has realized it is in their best interests to not pin the ball D) The defensive robot, still working, pins the ball after we come around the track again. We repeat the ramming maneuver and hurdle (with no net point loss) and hope for conditions A),B), or C) next time around. Most defense bots are weak KOP bots, so I have a feeling condition is A) is the likely outcome. Yes, it might not be the most GP solution, but neither is pinning. Pinning was not in the intent of the game creators and promotes laziness in bot design and construction. Pinning will lead to boring, low scoring matches. I intend to change that. I encourage other teams with competitive robots to do the same to keep this years game interesting. See you at Nationals!:D |
Re: Defensive Strategy - cornering opponents ball
Shadow503,
You must not be playing the same game we are. As a team subjected to quite a lot of defense, there are some fully complete robots that have an excellent drive train and a decent shooter that can play some mean defense against that ball. I watched every single one of our GLR matches on video and we had single, and sometimes double, defense against us in every match except 1 but we managed to play through it. The ability to play through defense is key in almost every FIRST game, so I suggest you figure out how to play through it because camplaining about it isn't going to make it go away. -Paul |
Re: Defensive Strategy - cornering opponents ball
I don't think its fair to say that most defensive robots are half done or weak KOP robots. Even if they are, you have to remember that it takes more than a well built robot or good programming and design. Put that on the field and the robot might perform half decent. Put a good driver who has had practice and it should do phenomenal. So even if a half done robot is blocking your way, think about this, why is it able to do so?
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417 finished ranked first after quals, using a lower-scoring strategy than 575s, but one that was much more difficult to block. 417 was ranked first after qualifications. By using a pretty-good strategy that was hard to stop they ended up being more effective than the high-potential, but easier-to-block 575. One more thing to add to my mentor's "strategic concerns to go over with the teams" list. If you build a good robot, the opposition will focus on stopping you -- even to the extent of abandoning their own scoring. A good robot can score a lot of points. A great robot can do it when the other alliance does everything they can to stop it. |
Re: Defensive Strategy - cornering opponents ball
I don't see why people keep saying things like "It's not what the GDC intended." The truth is it doesn't matter what the GDC intended, they wrote rules, and we are to follow those rules. Anything that falls within those rules is a valid strategy. Our job is to play the game that the GDC gave us, not the one we think they should have given us.
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More likely, the fact is your team did not take into account defensive strategies ... so now you are crying foul. Quote:
2> Strategies designed to damage other bots or the field will get you DQ'd 3> Most defensive bots I've encountered are built stronger than their offensive counterparts because they 'expect' contact. Have fun with your strategy. I'll be there to assist the other guy putting his robot back together while your team goes home after being DQ'd Quote:
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If you try to destroy others robots and encourage others to do the same ... don't be surprised when it happens to you. Have fun at the nationals ;) |
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I think the concensus is that if you can be stopped by a defensive bot then it is your problem to deal with, not complain about. ( or at least not ours.) |
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If a ball is pinned against a wall there is nothing even the best bot can do about it. That is the biggest thing that separates pinning from previous defensive strategies. In previous years, a defensive bot had to be robust and have a solid drive train. This year, the rules protect a pinning bot from contact so a cardboard box with wheels could effectively carry out this "strategy". Quote:
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See you at nationals! |
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Finally, I direct you to the eliminations at GLR. There you can see a very fine showing of counter-defense between us (910) and the Thunderchickens. Above all else teamwork can prevent defense from shutting you down. Also the 135 degree walls are likely there to give the track a somewhat oval appearance, to simulate a race track. Not for any specific anti defense reason. |
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Alex, I'll be honest with you, I think that your argument is baseless. Defense is a valid strategy, and as an offensive robot, you must play through it or lose. Also, if defense-oriented robots were so weak and flimsy, you should have no trouble dealing with them unless your robot is similarly weak or flimsy; all you have to do is push them out of the way. In addition, a strategy that has severely damaging or destroying opposing robots as one of its main goals has no place in this game, and I would hope the refs would DQ any team trying such a foul strategy. A side note, calling other robots "half-finished" or "defective" is just bad manners, and is very rude.
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Re: Defensive Strategy - cornering opponents ball
Who said anything about running laps. Our bot, in low gear, drives @ 5' per second and has 175+ LB pushing force. Very few "half-done box bots" won't be pushed by us. And we don't need to ram.
Design for defense ... because it will happen once you prove yourself a scoring threat. Planning on high speed ramming will get you DQ'd under <G37> Quote:
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135 degree wall sections proves nothing other than it's different from years ago ... not that the GDC did not want or expect pinning of the trackballs. At best it's your estimation of what the GDC wanted. And your opinion is biased because your "powerful bot" was unable to compensate for this "simplistic" defense (in fairness, my opinion is probably just as biased even though we built a lap bot this year). Also think that your arm / gripper / manipulator very well could be outside the bumperzone and any interaction with that will give you another 10 point penalty and may get you disabled / Yellow carded / DQ'd. Again, have fun with your strategy at the championships. |
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I gotta say, it seems like we are going in circles with this one. I'm gonna run out ways to reword what I've already said.:ahh:
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I'll clarify my previous statement. The goal of my strategy is to simply dislodge the ball. The last thing I want to do is to destroy another teams robot. Herodotus suggested pushing, and I agree with him. This will allow competitive bots with a good drive train to move the pinning bot. Yes, my suggestion for high speed ramming may have been blunt. Pushing is a more reasonable solution. Quote:
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