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The interesting part comes with shooting. Both you and your target are (perpetually?) moving. to account for this, your software will need to be able to do motion prediction (probably using second-degree extrapolation of some sort), and using empirically or mathematically determined data, will be able to lock onto where the target will be. With a system like this in place, even a fast moving and evasive target will not be able to outsmart your turret... well unless its out of range or they move in a manner that second-degree extrapolation cannot predict.
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Rather than having software choose how far ahead to lead the shot for the moving object, you could also simplify it at first so that the driver leads the shot right or left. Example: the camera finds the target, and the driver sees the angle at which the target is moving -- right to left across the front of the driver's robot. So the driver then presses one button to add a 3-4 degree offset to what the camera sees, such that the turret rotates to where the target is going. The camera still tracks the target and moves the turret as appropriate, but with the button down the software moves the turret to the target's bearing +/- the offset.
Defense corporations (such as Lockheed, the company I work for) spend millions of dollars on target motion tracking algorithms for precision targetting. This year's game doesn't require precision targetting (have you tried throwing the ball 27ft with any sort of accuracy?) so in the beginning I would plan on having a very simple way to adjust for moving targets. After all, if an opponent is moving at 10 feet per second they will more than likely crash into something, at which point they are no longer moving and are an easy target
Just my 0.02 though.