Quote:
Originally Posted by stevend1994
Hrmm. This one is a toughie. In early regionals, a robot could easily reach elims with no tube-hanging if they had a quick minibot deployment mechanism, as well as (what would be considered in late season) a moderately fast minibot.
But if you look at the game in the end of the season, with the development of tube-starving strategies, tube grabbing was a must, at the least so that a robot could not necessarily hang, but bring tubes across the field...
|
This. In week one or two, the MCC was a kitbot with a simple minibot (Gearboxes and tetrix wheels). Later, the MCC needed a faster minibot and 2-stage deployer(loosing the big wheels and gearboxes around week 3). I don't think the MCC ever needed tube handling abilities. A simple drivebase could still push triangles away from opponents. However, a simple single-jointed arm and pinch-claw would be nice to have, as it gives abilities to be a feeder and a scorer (in one of the few games where all 3 bots could play offence at once) with an autonomous.
My list of features in order of importance:
1. Kit base: Because driving is nice.
2. Simple gearbox minibot: Lots of points early in the season.
3. Plaction wheels with roughtop tread: The CimpleBoxes were geared more for speed, so you won't be pushing. But, you
don't want to be pushed sideways across the (wide open) field trying to defend with kit wheels.
If possible, add:
1. Direct drive minibot w/ 2-stage deployment: Lower on the list because it can be built post-build season. Faster ones
guaranteed 30-40 pts per match.
2. Single-joint 1503-esque arm: It got them to Einstein, it should get the MCC picked at a regional. Adds posibility of
auton for more points and a better chance of getting picked because now you can score, feed, and defend.