Quote:
Originally Posted by Siri
2013 provides a very valuable counterexample to teams thinking it'll be ineffective to run quick cycles between these two approximate points on an otherwise flat field under defense.
Part though certainly not all of this is that many times teams overlook the value of a consistent traffic routine. Drivers get very, very good at moving between these two points quickly by any means necessary and legal. Floor pickup is a fundamentally different on-field approach that comes with a unique set of challenges and difficulties. Several recent games can illustrate floor pickup of numerous unorganized game pieces in actual reality. Using the retrieval zone for fuel vs gears poses other differences.
In general, unless you've been doing this very well for a very long time, try not to rely on what the game "looks" like in your own head. It's almost certainly incorrect/incomplete--that's what match achieves are for. The question also isn't whether one situation will face more defense, it's what effect that defense has on your net value. Even if Function B is defended twice as heavily as Function A, if Function B is offensively worth 3 times as much as A, well then you can do the math for what you expect your own robot to achieve.
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I agree. I have been thinking quite a bit about the Frisbee year, 2013, as I have looked at this year's competition. We were a full court shooter that year but there were several "cycle" shooters. 1983, Skunkworks, was an excellent cycle shooter. We needed TWO defensive bots to harry them in the middle to slow down their shooting. They were very maneuverable. We avoided trying to stop them in collecting their Frisbees at the feeder because of the high danger of fouls. We used two robots in the middle to form an L formation around them (it wasn't pinning because they could easily move backwards) to keep them from shooting in their preferred spot. We eked out a win in a match using this strategy.
My points are: 1) Fast, maneuverable robots will be successful doing cycles. It will take a lot of resources to slow them down. 2) It took 1983 about 15-20 seconds to do their cycles. 7-8 cycles will probably be the upper limit for the best teams, 5-6 cycles for good teams. 3) There are many similarities of this year's game to 2013: the stationary fuel shooters, the cycle shooters/gear placers, the littered field (Frisbees were ALL over the ground in 2013), the flow of traffic and types of defense, and even the climbing. If you're curious about how this year's game will look on the field, check out some videos from 2013. There will, of course, be differences but there are enough similarities to make a perusal worthwhile.