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Re: Concept Lock
As a team, we're attempting to get to that point. A lot of it comes from experience. Having mentors who have been around FIRST since long before our team started, as well as having students that have dove into research from past years and really gotten a lot out of their three or four years with the team has eased the process significantly
The trick is deciding first HOW to play the game, independent of any sort of machines or mechanisms, within the first day or two of kickoff, and then designing a robot to play the game the way you've decided.
By doing this the different robot concepts are far more focused, and it becomes a matter of deciding which design does what you want best. You don't have to decide, then, which concept is going to achieve what you want, and then further refine that concept to do what you want WELL.
Being only a fourth-year team, we struggle with this, as well, but the turnover between kickoff and "concept lock" has deflated dramatically each year, and, I think, soon one week will not be at all unreasonable!
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