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Unread 17-01-2011, 21:46
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Fetcher/Strategy

How useful would being a fetcher be? Fetcher, being a robot being able to quickly get the tube to it's scoring zone, so that the other teammates could focus on simply getting the tube on the scoring pegs.
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Unread 17-01-2011, 21:48
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Re: Fetcher/Strategy

It would probably be a lot better to have two very fast robots with arms scoring themselves, saves quite a few steps...
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Unread 17-01-2011, 21:52
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Re: Fetcher/Strategy

Yeah, if the "fetcher" were able to place the tubes it had on the pegs I think the alliance (or pair of placer and fetcher) would be able to hang more pegs than not. They would cut out the time for the fetcher to drop the piece and the placer to pick it up. They would also cut out any time between the first tube being placed and the second one being dropped off and so on.
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Unread 17-01-2011, 21:54
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Re: Fetcher/Strategy

If the other two were fast though this could be a very good Strategy,I think. That way they could get tubes up faster then having to go back and forth. I guess im trying to eliminate the need for all teams to be fast. This way if the teammates could pick up the tubes all they have to do it put them on the pegs. I just wondering could being a fetcher be utilized by teams who pick up tubes and put hang'em fast.
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Unread 17-01-2011, 21:58
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Re: Fetcher/Strategy

If it had to place the tubes on though it eliminate the point of what I would think a fetcher would be. I was think just getting the tubes in scoring position for the Alliance. Maybe a gatherer would be a better name lol.
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Unread 17-01-2011, 22:06
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Re: Fetcher/Strategy

I don't see the strategy solving much. With 573's luck, we know not to build a specialized robot. If we build a fetcher robot, we would probably get paired with teams who can't hang tubes on the third row. Also, the fetcher robot would have to drive most of the field, drop a tube in the safe zone, and drive back. Meanwhile, the scoring robot would have to pick up that tube and place it on the rack. Picking up tubes takes time and probably isn't worth adding the extra few steps.
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Unread 17-01-2011, 22:09
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Re: Fetcher/Strategy

What if we can throw them (with accuracy) 20ft. Then when all tube we can get are in play we could place tubes or set up for minibot.
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Unread 17-01-2011, 22:31
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Re: Fetcher/Strategy

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Originally Posted by Shaf2909 View Post
What if we can throw them (with accuracy) 20ft. Then when all tube we can get are in play we could place tubes or set up for minibot.
Then you would probably win every design award ever. Seriously, in order to beat that in awards someone would have to build a bot that can teleport.

That idea requires accurately throwing three different shapes of tubes with variable sizes and inflation more than 20ft with consistent distance and aim, which scares me. To be effective, it also requires keeping the tubes way up high in the air the whole time so that they don't get intercepted by someone with a tall robot.


But even assuming it's feasible from an engineering standpoint, it's a little shallow from a strategic perspective.

1) You're hurting yourself in qualifiers, when you're not likely to have amazing scoring robots, when with the engineering you did you probably could have built the best scorer at your competition.
2) Mass volume of tubes isn't really necessary. Once the top two layers are full, your time is better spent stopping the other team from doing what you just did or lining up for minibots.
3) You have to keep all of the tubes within the 7 foot by 19 foot home zone and leave room for someone to maneuver in there.

Of course, now that I've typed this one of these bots will win worlds. I really like the idea of a feeder, but I think throwing tubes is a little out there.

Last edited by ThirteenOfTwo : 18-01-2011 at 03:26.
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Unread 17-01-2011, 22:32
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Re: Fetcher/Strategy

Why bother fetching when you can kick the tubes across the field? Food for thought...
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Unread 17-01-2011, 22:35
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Re: Fetcher/Strategy

The fetcher is probably the most desirable second pick possible at the regional level, IMO.
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Unread 17-01-2011, 22:36
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Re: Fetcher/Strategy

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Originally Posted by Chris is me View Post
The fetcher is probably the most desirable second pick possible at the regional level, IMO.
If your robot is a good enough scorer, it could possibly be a first level pick, but not for the top 4 alliances.

Unless, of course, your robot has utility in something else, such as defense (blocking) or scoring.
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Unread 17-01-2011, 22:46
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Re: Fetcher/Strategy

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Originally Posted by Grim Tuesday View Post
If your robot is a good enough scorer, it could possibly be a first level pick, but not for the top 4 alliances.

Unless, of course, your robot has utility in something else, such as defense (blocking) or scoring.
We could do the blocking if we needed to, But if we did this we would take time away from getting the tubes. I guess it just depend how fast we could do our task then switch to defense and still have enough time to set up for the minibot.
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Unread 18-01-2011, 07:26
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Re: Fetcher/Strategy

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The fetcher is probably the most desirable second pick possible at the regional level, IMO.
With two robots that can score at 67/1114 speed (which will happen at the championships), I would say a good feeder would be highly desirable at championships.

My personal thought is that if you can build a robot that can throw a tube from your human player area to the offensive zone reliably (i.e. you are impervious to defense), you will never miss elims.
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Unread 18-01-2011, 07:49
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Re: Fetcher/Strategy

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Originally Posted by Chris Hibner View Post
With two robots that can score at 67/1114 speed (which will happen at the championships), I would say a good feeder would be highly desirable at championships.

My personal thought is that if you can build a robot that can throw a tube from your human player area to the offensive zone reliably (i.e. you are impervious to defense), you will never miss elims.
That is going too be the fatal flaw to what others are suggesting. If there are 2 scoring bots waiting for tubes and 1 fetcher bot going back and forth with tubes(even just part of the field or that shoots from a semi-low part of the robot) my job as a defense bot becomes easy. I just need to focus on the fetcher bot and the 2 scoring bots become useless and forcing them to get their own tubes. Meanwhile, my team that would ideally consist of 2 scorers(2 scorers, 1 defense being my ideal team) would be free to score without much resistance since the field is now mostly open for them to drive freely. The fetcher robot would be a great strategy if it can be implemented properly. I'd suggest for a fetcher bot to have mecanum wheels. It does lower your pushing power a bit, but if you get into pushing matches you failed as a fetcher anyways. The only way a fetcher could be useful is they can effectively avoid any other robot without getting into a pushing match. Put your focus on speed and mobility. However, this will hurt your chances of being able to switch to a defense bot when needed. If you do as I suggested, it is(in my opinion) the only reasonable way of making a fetcher bot...but you would REALLY be putting all your eggs in one basket.

Note to all: If you build offensively, keep defense in mind always for defense will always keep you in mind.
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Unread 18-01-2011, 08:27
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Re: Fetcher/Strategy

Quote:
Originally Posted by Chris Hibner View Post
With two robots that can score at 67/1114 speed (which will happen at the championships), I would say a good feeder would be highly desirable at championships.

My personal thought is that if you can build a robot that can throw a tube from your human player area to the offensive zone reliably (i.e. you are impervious to defense), you will never miss elims.
The feeder strategy could be this years redirector. If you can execute it perfectly then you will be an indespensible team member, however the majority of teams that try it will end up essentially useless.
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