Well, here is my design... concept (not much of a CAD, but whatever). Btw, some dimensions might change if I were to actually CAD the real thing for things like structural concerns.
Here is my description from the email:
This robot picks up crates off the floor by aligning the corner of the crate in the v in the front of the robot. It then picks the crate up using one of the spring loaded claws designed to grab the corners of the indents in the crate. There are 3 of these claws attached to a pulley driven by 2 cims. Because the claws are spring loaded, they will expand outwards to clear the create wherever you see the ramps on the side of the tower. This happens twice: once to pick up the crate and one to drop it into the hopper. The hopper is designed to start inside the frame perimeter, but then immediately be extended outwards by window motor driven linear actuators (not shown) to a position where it can dump into the 1 point goal, and stay in that position. It can hold 3 crates. When the robot is full, it will drive up to the 1 point goal and release all the crates in the hopper, as well as any in the claws, by opening the window motor driven gates.
The reasoning for this design is that there is a limited number of crates in the feeding station. Especially with Ri3D probably screaming at low-resource teams not to attempt a floor, and giving them efficient feeder-loaded scorers. On the other hand, there are going to be so many crates on the ground it will be hard to drive (a good drivetrain consideration if I made one). So for a top tier robot, which is what I decided to create, floor loading is going to be a necessity. I also decided that because of the high capacity, it would be more efficient, and possible easier, to hold multiple crates and dump into the 1-point goal than place 1 crate at a time into the 2 point goal. Also, I figured that many teams are going to have a lot of trouble lining up square with crates, so I line up with the corners.