
26-02-2007, 15:18
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VEX Robotics GDC Chairman
no team
Team Role: Mentor
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Join Date: Apr 2002
Rookie Year: 1998
Location: Toronto, Ontario, Canada
Posts: 2,348
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Re: The burning question: How many ringers can your team REALISTICALLY score?
Quote:
Originally Posted by d.courtney
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).
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David,
I was just commenting on the tendancy of people to inflate stats. I agree that there are many subtle differences between the two games.
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Full disclosure: I work for IFI and VEX Robotics, and am the Chairman of the VEX Robotics and VEX IQ Game Design Committees .
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