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Unread 26-02-2007, 10:27
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d.courtney d.courtney is offline
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AKA: David
FRC #0781 (Kinetic Knights)
Team Role: Alumni
 
Join Date: Jan 2005
Rookie Year: 2003
Location: Kincardine, Ontario
Posts: 196
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Re: The burning question: How many ringers can your team REALISTICALLY score?

Quote:
Originally Posted by Karthik View Post
As for this year, I have no idea how things are going to play out. But here are some concrete numbers from 2005 as a reference, the following data is from Friday action on the Archimedes field at the Championship. This division was considered to be "stacked", with teams such as 71, 173, 179, 217, 233, 980 & 1114, to name a few.

The average amount tetras capped per team, per match was 2.86.
Only 6 teams (217, 1114, 40, 71, 997, 173) averaged more than 5.0 caps per match. The highest being 217, at 5.8 per match.

If you were around in 2005, you may remember many teams saying "oh, we do 6 a match, easily". Well, trust me, they weren't. Basically what I'm trying to say, is that teams always over inflate their scoring capabilities. Beware.
Yes you bring up a good point, but I am going out on a limb, and going to assume more teams are scoring in auto then 2005 (maybe this thought comes solely from the fact that our team can quite regularly score in auto this year and very well in game, as opposed to our 2005 bot having troubles even capping in game). But there is one more dynamic to the game you may be forgetting, the human players can throw the ringers (in 2005 your bot may have been disabled for up to 5 sec as a human loader went to place one on). That in itself changes the game dramatically, its not hard to throw the rings within a said target area one metre (3.3 feet for the Americans) in diameter, sure the other side may be hard to throw to, but you have a huge line laying on the floor, much easier then having to go to a specific loading zone. Yes I agree that most teams inflate the number, or use the number that they had when they played on a field all by themselves, no opposition scoring or defending and even no alliance placing ringers in convenient places. I believe that’s were the problem lies, but I don't think this game will be quite like '05, I think it will be quicker paced, and have a lot more success for teams then the past two years have. Our team can do 8-10 (not inflated) undefended and no other robots on the field getting in the way, defended I assume around 2-8 (depending on the level of defence played).

Last edited by d.courtney : 26-02-2007 at 10:32.