Quote:
Originally Posted by Foster
Problems that people see:
--fast turn times are an issue: Hey, it's 2013, set up a queue Twitter feed. Buy a set of those "your table is waiting" LED indicators. We are technology mavens this is easy
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Or is it?
As I recall, there's currently a "time between matches" factor in the FMS schedule generator. If that is sufficiently large enough and the event sufficiently small enough, you'll probably get a group of 6-12 teams that only plays each other (in various combinations). Make that 3-4 groups, for most events. On the other hand, make it too small, and some teams may just have to stay on the field for back-to-back rounds, which also isn't ideal.
So you have to run a long-cycle event, and dial the time between each team's matches way down (if that makes any sense... if not, let me know). Maybe run a 1-team queue line instead of a 2-team queue. Add in an extra break, as suggested, every so often, or use field downtime instead, for major repairs to machines.
The real trick is to get the event in a venue large enough to host the field, stands, and pits in the same room with no curtains between the field and the pits. Need a team on the field, send a runner to their pit. If you have between 2 and 6 runners, you should be A-OK.
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Past teams:
2003-2007: FRC0330 BeachBots
2008: FRC1135 Shmoebotics
2012: FRC4046 Schroedinger's Dragons
"Rockets are tricky..."--Elon Musk
