Quote:
Originally Posted by lethc
Long arms would be good for the same reason that KMeyers stated, and the fact that you have extended reach over the field so that you can drop the ball into a robot that isn't right next to the wall.
The HP should also be smart about when/how they put the ball in play. For example, make sure that the path you're going to roll the ball is clear of other robots.
|
The human players in the separate stations will need to read the field and their coach well enough to know how and when to handle assists via human player. Basically, when a bot tosses me a ball, how, when and to whom do I toss it? I suspect this will be fairly clear in most cases (immediately in the other close robot's "basket"), but given the cost of messing it up this year, the distance from the alliance station, the ease of technical fouls, the potential defense, and the supreme importance of time, it's still certainly a critical position. There are also more complicated strategic cases that require more complex reading/timing/etc.
Skills:
- stay calm and focused
- know the rules ( = no fouls)
- understand the strategic issues
- be easy to work with ...particularly I like my HPs to work with their alliance counterparts not just on how to deal with our robot, but also checking they know the rules and grasp overall smart HP play. Must be a good, friendly, humble teacher/checker.
- good hand/eye coordination and robustness -- be careful! these balls can pack a punch
HP is often the least complex position on our drive team, but it's usually the one I expect the most maturity out of--they need to be independently compotent and responsible enough to handle their own business and stay on task even when it's "boring".