Quote:
Originally Posted by EricH
One of the best things to do, when copying/iterating someone else's design, is to figure out WHY X was done in a certain way. It might bring something to light in your own process that is lacking. So... why did so few teams use a turret this year and in 2008 (particularly compared to 2006 and 2012)? Why did 254 opt to have a capability for a 3-ball automode?
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Take a look at succesfull robots in the 2014 season and weigh their strengths and weaknesses. Relate strengths to critical parts of the game and look at weaknesses in relation to strengths. Ask yourself, was this weakness completely inevitable? If not, how could this be improved in order to increase success in the future? Was said weakness a compromise made in order to implement a strength?
That being said, incorporate this into next year's game with prototypes on kickoff and during early build season. As mentioned below, what particular abilities might be a large psychological influence during competition? What abilities might stand out as unnecessary during qualification events, yet blend into the crowd during the World Championship event?
Another point to keep in mind regarding 254's 3-ball is the psychological impact. In the rare case that 254 wasn't doing the choosing during alliance selection, the fact that they have the ability to perform a 3-ball autonomous mode would yield a large influence towards the decision.
Similarly, a 2-ball autonomous mode was a big deal during districts and regionals, even lesser so during district championships, and quite average during the World Championship.