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Re: Why go over the bump
I can definitely understand why someone thinking designing only for the bridge and not for the barrier would be totally okay. It's something else to design for, and realistically, will probably only add a few second (if that many) to your trips across field, which, unless you're making frequent trips, isn't really that bad. However, I see only crossing the bridge as a "Well, what if..." situation. There are things that, if you can only cross the bridge, could hurt you.
Well, what if... - Both of your alliance partners can only cross the bridge: If your match strategy dictates all of your alliance partners (or even just two of you) to be crossing the bridge, it's going to get crowded at times. And unless two of you have a REALLY thin robot you feel comfortable running side by side on the bridge, it's going to cost you valueable seconds of gameplay.
- One of your partners takes a spill on the bridge: Say one of your partners it crossing the bridge and they tip and fall. Not off the bridge, but they fall and block the bridge on one side. Then, not only can you maybe not balance in the end game, but you can't traverse the field via alliance bridge. You can still use the coopertition bridge and the opponent's bridge, but you're not protected by your bridge and alley, and you risk penalty by using the opponent's bridge, especially if you happen to be crossing close to end game time.
- Something malfunctions: Most team's bridge manipulators (from what I've seen, and admittedly partially through assumption) will probably be some kind of arm that swings down and pushes the bridge into position to drive on. And nothing ever breaks
If a part of your robot snaps, comes unplugged, or just gets stuck, you suddenly are without a bridge manipulator. While I've yet to see/come up with a passive bridge manipulator, there is at least one way to traverse the bump passively (i.e. with the right kind of wheels, you can just cross the barrier). - You ARE making frequent trips: Teams like 1114, 254, 217, etc. will probably be looking to make frequent trips across the field if they don't have a good feeder bringing balls to their side. Say they are sinking all 3 shots (entirely possible), not leaving any rebounds to get. If they want to make 5-10 trips a match (just throwing out numbers), say crossing the bridge takes 3 seconds and the barrier only takes 2 seconds a match. Overall, the bridge takes 15 - 30 seconds, while the barrier only takes 10 - 20. As the match progresses, the bump with allow more time for scoring. These are, of course, hypothetical numbers. In practice, we'll actually see how things turn out. Conversely, if these elite powerhouse teams can only cross the bridge, maybe you don't want to use the bridge, for risk of getting in their way? Just a thought.
These are all very real possibilities and, though you may not see them happening every match, even just happening once can cost you. Being able to cross the barrier may not be a necessity, but having the added versatility will almost definitely come in handy several times at a competition.
One the other side, however, designing for the bridge ONLY does have it's advantages. - Less to design: If you're a team with limited resources, you're almost definitely going to want to design a simple robot at possible. Adding design for the barrier can take valuable time and resources, as well as adding wait and, depending on the method, complexity.
- Focus on one thing: If you take the attention that could be divided between bridge and barrier, and focus only on one of them, then you should have a bridge or barrier manipulator that is doubly effective. With the major impact of the end game this year (either by being able to use the co-op bridge, or getting the points for your own bridge), having an effective bridge manipulator can make an alliance successful, as well as making you highly desirable in alliance selections.
So only being able to use the bridge may not kill you. Just having the added versatility can help you out a lot.
I hope this helps!
-Leeand
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My heart will forever lie with SparX
1126: 2008 - 2011; Where it All Began.
1405: 2013 - Present; A Wanderer is Born.
Work hard, play hard. And maybe someday...
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