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-   -   How Many Round Trips Can a Team Make? (http://www.chiefdelphi.com/forums/showthread.php?t=88484)

1168Programmer 09-01-2011 14:28

Re: How Many Round Trips Can a Team Make?
 
Quote:

One of the first things we did was take the tubes into a large room and see how far we could throw them, and we averaged about 25-30ft.
That's great. Did you take into consideration the barriers?

Quote:

Cutting travel time by 1/3 might mean significantly higher scoring
Oh without a doubt

Quote:

...even with the risk of losing tubes to the other team, but effectively throwing and catching the tubes is a challenge.
Practice? Testing? Both, for a significant amount of time? Well-trained drivers?

KrazyCarl92 09-01-2011 17:46

Re: How Many Round Trips Can a Team Make?
 
I can see throwing being a good strategy when:
-You can throw it at least halfway downfield
-Your alliance has a robot herding game pieces constantly into your own zone to place them where the opponents cannot get them
-Your robot has a far superior possession mechanism when compared to the opposing alliances (eg faster turn around time retrieving pieces).

However, if the HPs make a single mistake throwing one game piece that falls into the other alliances safe zone, it could wipe out all of the gains of throwing a bunch of pieces across the center line the whole game.

ThirteenOfTwo 09-01-2011 18:28

Re: How Many Round Trips Can a Team Make?
 
The danger of accidentally throwing a tube into the opponent's scoring zone can be easily mitigated. Just slot your tube halfway through the feeder station and punch it as hard as you can; it should go 20+ feet. Gotta make sure your fist doesn't enter the field, though.


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