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Re: Fetcher/Strategy
Here is a question what would a feeder need to be able to do in order to be valuable?
Assuming a 2 scoring 1 feeding scenario, Is getting a tube into the alliances zone every 7 - 10 seconds good enough? |
Re: Fetcher/Strategy
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I want to emphasize OVER. The width of the offensive zone is pretty small and it will probably be pretty easy for a defender to keep your robot from physically getting into the zone. If you can throw the tubes OVER the defender and into the zone, that would be highly valuable. |
Re: Fetcher/Strategy
OVER! and in reguard to your defense question, they can not play defense if we never leave our lane... :)
without a mini bot How open are you to taking orders from another team? Although I think that there is fundamentally something wrong with this question but I have seen some teams dominate an alliance and order around other teams. That aside however we will work with other teams, for this to work we need work together. This design is based around team work. Do you have a system worked out to make sure you always bring the tube that is needed? NOt necesary the tubes come so fast in a pre determined order |
Re: Fetcher/Strategy
"Fetcher" would have some serious problems if its alliance partners could not score effectively. :eek:
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If you have a chance, I'd at least have the capability to deploy a variety of minibots. That way you can at least deploy another teams even if your not committed to be able to make one yourself. |
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Regardless of whether you pile them up or not, you still have to get each piece one at a time, with or without defense. On another note, I would never go for a 2 scorer, 1 fetch strategy. There's a reason why there are two loading stations. Idle time is a waste of time. |
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how about this?
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You can do a lot more good with human player flinging, a couple of fast / powerful bots herding/carrying into the scoring zone and letting a very accurate mechanum place them as high as possible. I don't worry about the time it takes to unload/reload. If the mechanum can load a part every 20 seconds, the top row is covered. If it can load every 10 seconds, top two rows are covered. 6.66 seconds covers all pegs. I think with two fast / agile bots gathering and delivering, a single scorer is enough. Be nice if the gatherers could launch mini's successfully so that the mechanum can continue to score right to the end. |
Re: Fetcher/Strategy
From our experience in Rack N Roll, a miss-thrown tube can be a game killer.
Anyone who thinks they (or their robot) can throw a tube "accurately" 15 feet is dreaming. SO think it through..... First: These tubes are not alliance-coded (like rack N roll), so the opposing alliance can pick them up and score them as well. So a tube that doesn't go at least half way across the field benefits the opposing alliance more. Second: The one-tube possesion rules makes it EXTREMELY dangerous to get a tube airborne. If your tube lands ON your alliance partner and can't be removed, you've just killed their scoring ability. If your tube lands ON your opponent it may kill their scoring ability, or it may not sice teams cannot force penalties on the opposing alliance. You may even be penalized for that by some future rule. In Rack N Roll, we had an over-eager alliance PARTNER toss a tube which landed on our robot and couldn't be removed. Match lost..... Guess who got scratched from our scouting list? Probably hurt our chances as well. Phil. |
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