Quote:
Originally Posted by MrForbes
You didn't see any rules against it, did you?
I don't see much use for it, because getting a boulder into your robot, while you're on the opposing courtyard, is not a trivial task. It seems to me that it would be more useful to score the boulder in the low goal, than to give up possession.. If your robot is able to pass it to another robot, you could just as easily "pass" it to the goal, eh?
Points per unit time....
|
I don't know...If I have an accurate supershooter alliance partner that is hitting all high and easy as pie in the zone parked 11' from the tower lets say, and all I can do is accurately deliver low goal (because my particular personal vision bot is the DEFENSES SPECIALIST....And we can easily mate up and transfer the ammunition easily on a pass.....I'm handing off (and defending him for the shot if necessary), if not, I can be halfway back by the time the shot clears, it is worth 1.50 times the low goal score (5 points vs 2 points X # of cycles we can complete together). I (together w/ trusty LOW BAR SPECIALIST), need to keep him supplied w/ ammunition so he can complete that task of damaging the Tower and complete my task of BREACHING & grabbing that starting RP.
My ideal ideation of a Courtyard Supershooter has more than 1 boulder collector method/entry so single robot defense against it receiving the pass is not going to be quite as effective.
When we built our Rebound Rumble Robot, we built in both front and rear collection points and the ability to reverse the feed so we could intake front and rear and operate them independently of each other (but as a stream), and intake rear from 1 robot, expel same balls from the front. We could actually sit in the middle of the auto assembly line and both of us fed our balls straight to a shooter partner who then shot them all center high and nobody moved.