Quote:
Originally Posted by philso
The relatively simple approaches the RI3D teams implement are probably about right for less experienced, low resource teams to emulate. Due to the short time (3 days), there are only so many approaches that the RI3D teams can experiment with and implement. Some approaches just require too much time to prototype and build. With no disrespect, I don't believe that any of the RI3D teams could have implemented anything like the climbing mechanisms implemented by 254 or 1114 in 2013.
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I wasn't calling for complex mechanisms, simply pointing out that more teams doesn't automatically invite a large diversity in conceptual designs. With the exception of O-Ryon, all the teams focused on scoring in the high goal and loading off the ground as their primary functions (and O-Ryon ended up with high goal capability, anyway). They didn't focus on passing to other robots, inbounding from the human player, scoring in the low goal, or catching. If anything, Ri3D teams overshot the mark for a large portion of their key audience in 2014 (as already discussed in this thread).