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Unread 06-07-2015, 11:10
Kevin Leonard Kevin Leonard is offline
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FRC #5254 (HYPE), FRC #20 (The Rocketeers)
Team Role: College Student
 
Join Date: Oct 2011
Rookie Year: 2011
Location: Upstate New York
Posts: 1,250
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The Highest Levels of Play

How is the game going to play at the highest levels?
That's a question I always try to ask during kickoff weekend and the following weeks during build season each year. I've yet to be right.

In 2015 I believed that independent stackers and cappers could be competitive at the highest levels, and that step totes would be needed.
In 2014 I believed that trussing to a catch would be necessary at the highest levels,.
In 2013 I believed that all three robots on the winning alliance at the highest levels would need to be able to execute a 30 point climb.
In 2012 I believed that robots would be able to accurately (>50%) shoot from their protected alleys on the opposite side of the field as their goals.


I also feel that teams fail to push the game to its limitations during the championship event and IRI- either because they haven't though through the possibilities or because they realize they don't need to in order to succeed:

In 2014, I was surprised how few alliances at championships attempted death cycles, and how many opted for traditional cycles despite being at an obvious disadvantage running traditional cycles compared to their opponents.
In 2013, I was surprised how many alliances at IRI chose not to pick a robot with a climb, despite clearly needing at least one to have a shot of beating 1114, 2056, and 1334.
In 2015, I was surprised how few alliances at championships allowed fast can grabbers to fall to lower seeds and allowed 3+ stack/match robots to last until late in the draft or go unpicked.

Some games or tasks obviously are pushed to their limits: 2011 wasn't getting much better, 2015 can grabbers were unbelieveably fast, 2012 scores got exceptionally high.

How does your team determine what gameplay at the highest levels is going to look like?
How does this shape your robot design, your strategic decisions, your scouting and picklisting, etc?
Why does it feel like the games sometimes aren't pushed to their limits?
__________________
All of my posts are my opinion only and do not reflect the views of my associated teams.
College Student Mentor on Team 5254, HYPE - Helping Youth Pursue Excellence
(2015-Present)
Alumni of Team 20, The Rocketeers (2011-2014)
I'm attempting a robotics blog. Check it out at RocketHypeRobotics.wordpress.com Updated 10/26/16