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Re: Breaking the Gameplay: One Sided
2010 was a year of that type of thing in FIRST. There was a lock-out that was tough to do in FTC, but easy to win with once executed. It was tough because it required very good autonomous routines by both partners on the field. It also required LEGO Tyres on the wheels, and my FTC team was the only one who had them at Champs that year.
For this year:
78-point autonomous followed by 3 FCS's who pin any defensive robots while any single one of them gets to the slot. Need one of them to be able to PUSH, but only one is necessary. Probably best if that same bot can go under the pyramid. There's a good chance the 1 FCS that gets through can outscore a pyramid-cycler on the other alliance (even if a few get blocked) but that's wildly dependent upon shot accuracy of the FCS.
102-point autonomous followed by 3-robot defense. Maybe. Depends on the whole 'blockading the field' issue. This autonomous also requires that the opponents leave discs on the center line, which probably won't happen in elims during later week events.
A super alliance that gets 200 points (15-disc auton + 90 climb + 20 high dump) from autonomous and climb/dumping. They also dance Gangam Style for the first 60 seconds in teleop. Realistically, this one won't be seen -- alliance selections wouldn't let it happen even if there were enough capable 30-point climbers at a single event.
Statistically, these would win a great deal of matches, maybe. I haven't figured out an actual lock by definition though.
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Last edited by JesseK : 20-03-2013 at 16:08.
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