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#1
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Cycle Time
What will the fastest cycle receiving full (Assist, Truss, and Catch) points be?
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#2
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Re: Cycle Time
That's an interesting question. Once we get a couple of robots running, I'd like to time various configurations of cycles to get some empirical data.
It is likely possible that you'll get more total points with a faster but lower scoring cycle. |
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#3
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Re: Cycle Time
Are you asking about the fastest average cycle time far any alliance? Or are you asking what the fastest full cycle in the entire season will be?
I think the fastest full cycle we will see is going to be 10-15 sec, |
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#4
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Re: Cycle Time
The fastest time: 30secs at best. Probably more. An opposing alliance is smart enough to not let this happen without a fight.
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#5
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Re: Cycle Time
An alliance that puts too much focus on defense is not scoring, at least not with a high assist count. With two of the right robots and a fairly simple third bot, a 60 point cycle is possible in 20-30 seconds. If you can achieve a couple of these cycles, any attempt by the defense to slow you down will prevent them from ever catching up.
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#6
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Re: Cycle Time
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#7
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Re: Cycle Time
There will be matches where alliances will be able to complete a 60 point cycle (that's inbound and score) in less than 10 seconds.
Defense can be played, but there will be teams that will be ready for it. |
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#8
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Re: Cycle Time
The elimination rounds are going to have vastly different scores than qualification. When the good teams have a cycle set up, there's no stopping them...
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#9
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Re: Cycle Time
I'm not fully understanding strategy for this game ?? If you are standing still dosn't this make you and easy target for some level of disrupive contact. It would be difficult to accurately long range pass the ball with another bot slamming into you. Or for that matter sit in one spot and lob balls into the high goal. No safe, shooter or loading zones, right? Weaker performing alliances can even things up fairly well with a "Man to Man" style of play. How do you re-open your collector (need be) when another bot has you "covered. In most team sports I have witnessed, the ball is being passed and shot while everyone is moving. Theoretical cycle times might not prove out, no " indefensible, stationary, machine gun" style full court shooters this year.
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#10
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Re: Cycle Time
Quote:
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#11
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Re: Cycle Time
If you are flush against a wall or a wall and a goal good luck getting moved.
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#12
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Re: Cycle Time
Exactly. Other than "height" or a blocker.
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#13
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Re: Cycle Time
IMHO...
The fastest cycle time will be TWO ROBOTS and ONE defense robot. 10 seconds. Robot #1 will be parked near the human player right against the side wall. Robot #2 will be parked along the same side wall near the goal on the other side of the truss. Robot #3 will be the "defender" that will "check" all other alliance robots. Human player will give ball to robot #1, more than likely a full court catapult. Robot #2 is a catch robot with a toss into the goal. 2-3 seconds human player load 2-3 seconds robot #1 truss to robot #2 catch 2-3 seconds robot #2 in the goal. Alignment along the walls will aid in catching and depth perception efficiency. Never dropping the ball will be key to fast cycle times. Dropping the ball and chasing it down will be bad in this game. This game is about efficiency and cycle times for sure. Who can cycle the fastest with the best partner robot. 10 second cycle never dropping the ball. 2:20 = 14 cycles possible above points: 20 goal 10 truss 10 catch 40 point cycle times 14 = 560 possible, undefended. (if you did full assists and truss and catch) 30 second cycle never dropping the ball. 2:20 = 4 cycles possible 60 point cycle times 4 = 240 possible, undefended. maybe you are better than that.. (if you did full assists and truss and catch) 20 second cycle never dropping the ball. 2:20 = 7 cycles possible 60 point cycle times 4 = 420 possible, undefended. Last edited by Chris_Elston : 03-02-2014 at 13:44. Reason: added scoring |
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#14
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Re: Cycle Time
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I would be hesitant to make a blanket statement such as yours, though I do see your point being viable in some cases. |
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#15
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Re: Cycle Time
I see several different scenarios for cycling.
#1,2,3 are Championship Elimination Matches Rest are Regional Matches 1) Perfect alliance of 3 offensive robots that has no defense being played on them. 60 point cycle 10 seconds 2) Above with defense being played on them. 60 point cycle 30 seconds 3) Perfect alliance but one robot keeps alliance members safe 40 point cycle 10 seconds 4) Most Qualification alliances where Defense is not strong 30 point cycle 40 seconds 5) #4 but defense is played Lucky to get one 40 point cycle in during a match 7) Elimination Match's 3 Offensive Robots- Opponent has 1 member play Defense. 40 point cycle 60 seconds 8) #7 but opponent doesn't play defense 40 point cycle 20 seconds 9) Elimination Match's 2 offensive Robots and one protector/defense robot 30 point cycle 20 seconds This covers most of the scenarios I can think of. Hope this helps! Last edited by Justin Shelley : 04-02-2014 at 11:52. |
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