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#16
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Re: 3 YEAR FRC CYCLE ? - The PRO's
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#17
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Re: 3 YEAR FRC CYCLE ? - The PRO's
Probably including this team.
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#18
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Re: 3 YEAR FRC CYCLE ? - The PRO's
I like this line of thought. Games played over multiple years could have significantly more complex cooperative game objectives (ie. tasks that require 2 or 3 robots with potentially unique designs to accomplish). In prior games that I have participated in, cooperative objectives have been fairly "simple" (ie. robot elevation in 2007, suspending from another robot in 2010). In the first year, teams would initially focus on optimizing for the single robot objectives within the game while advanced teams would also start to incorporate capabilities for objectives requiring 2-3 robots to complete. Because the density of robots capable of cooperating at competitions would be low, these events would be rare in year one. In years 2-3, these events would become more common as teams master single robot objectives and move on to the cooperative objectives. Assuming that three unique designs are required to obtain a single game objective, then we could see designs that specialize in one, two, and possibly all three and the combinatorial design possibilities are interesting to me. The trick would be in carefully balancing the points between the layers of cooperation.
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#19
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Re: 3 YEAR FRC CYCLE ? - The PRO's
1. Attendance in Off-Season events will increase. The ability to use an Off Season event to test out and try new concepts on a robot would be a welcome tool. Why waste your time on a prototype that you aren't sure is going to work during a regional event? Test it out between years in off season events and get it working to perfection or drop it and try a new direction before the real competition returns.
and that's all I have. I find more cons to this than pros. Last edited by Tetraman : 14-04-2011 at 15:42. |
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#20
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Re: 3 YEAR FRC CYCLE ? - The PRO's
Kit costs could be reduced, significantly, perhaps with a corresponding decrease in registration fees. It would also reduce the FIRST's field cost, as relatively minor as that may be.
Likewise outlays for robot materials would average out much lower over the course of three years. |
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#21
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Re: 3 YEAR FRC CYCLE ? - The PRO's
Chris, two threads for such a wild and contentious notion is highly inconvenient, though I imagine it's quite effectively tamping down the back and forth argument that so often balloons these threads to hundreds of posts.
That said, my comment is more in the vein of how I think this could be successfully implemented, so it's positive-ish and in this thread. The presumed merits of this are to simplify game design, rule refinement, and rookie and spectator friendliness. The obvious cons, briefly, are the risks of boredom, plagarism, and even more dominance by veteran teams. I think the correct approach to the "minor" annual changes can really minimize those cons and make this a decent idea. The key is in just how "minor" those changes are. We have some good examples of this working well in various off-season competitions, so I'm pretty confident it could be done. The key is in making changes that render previous strategies and robot designs much less useful, if not useless, while maintaining a similar look and feel of the game. For instance, take this year's game. I think there's some obvious changes to make that would keep things largely the same, but require all new robot designs and strategies:
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#22
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Re: 3 YEAR FRC CYCLE ? - The PRO's
The ability for 1114 and 254 to more easily earn blue banners? Only kidding.
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#23
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Re: 3 YEAR FRC CYCLE ? - The PRO's
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So, the pro is - the 3 year cycle would help better showcase that need. Another possible pro would be savings on trophies and making plates to attach to the same trophies that highlight the year garnered. I'm not being sarcastic - there may be something to this and a goal to strive towards, esp. in the inaugural 3 year cycle. Jane |
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#24
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Re: 3 YEAR FRC CYCLE ? - The PRO's
I can think of one pro that would only help everybody.
The GDC would have 3 years to develop each game. This would hopefully give their minds time to figure out about half of the ways that their game design will be "misplayed" or their rules "misinterpreted" BEFORE the game begins. Now, if they'd do that normally... (Well, they did take 2 years for Breakaway.) Hey, GDC! Start now for the 25th year game! (And don't make it a repeat of Logomotion.) |
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#25
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Re: 3 YEAR FRC CYCLE ? - The PRO's
Not really a pro or con. But it seems you would have to change the rules about reusing last years design.
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#26
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Re: 3 YEAR FRC CYCLE ? - The PRO's
Sometimes I marvel at the inventiveness of the postings here. Other times I wonder about what could be called containerized thinking.
So far, I've seen the 3 year postulate taken to mean a simple expansion of the current four month (essentially) game cycle. the principal theory has three build seasons followed by three competition cycles of the same "game." Suppose it's more complicated than that. Year 1 has the announcement of two games, one to be played in the usual time frame, and a second to be constructed and played in one year. Year 2 kickoff refines and solidifies the previous year's game description and gives descriptions for two more games to be played in 1 and 2 years' time. Year 3 kickoff gives refinements for the current year's game and announces a game to be played in two more years hence. At this point there would be three games outstanding. One to be constructed and played that year, and two subject to design and thought processes for subsequent years. More food for thought from someone who only has to think about how the FLL practice pits will be run at the World Festival this year. Happy cogitation, CD-land. |
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#27
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Re: 3 YEAR FRC CYCLE ? - The PRO's
What is most apparent to me in FIRST is the unevenness of the teams. You have some teams that have 4 members and have always been small while you have many teams with a great background and support. The overall costs not just in money but manpower to get a team started and going is immense.
What could be done is a multi year multi tier system. Year XXXX - Two games introduced with highly developed teams who currently make finals into the higher tier and the less developed and smaller teams in the lower tier. The higher tier competes as normal with a more advanced game in the current system of 6 weeks of build time and several weeks of regionals and championships. The lower tier competes as normal with a simpler game in the current system of 6 weeks of build time and several weeks of regionals. No championship or maybe smaller state championships. (Since these are teams with less resources travel to a far away city would be impracticable) Year XXX1 - One game introduced The higher tier competes as normal with a new game and all of the challenges of a short highly competitive season. Several weeks of regionals and national championship. The lower tier competes in tier 1's previous game and has the entire year to develop for the next years game which is more advanced than normally possible now. With this the tier 1 teams can help tier 2 teams develop a game strategy and develop those ideas that they had to build from the previous year. Several weeks of regionals before the tier 1 regionals and several state championships. With this more advanced teams with continue to have the challenge of what our current system allows while still giving less developed teams the chance to compete fairly without being completely overwhelmed in the build season. Certain criteria would have to be established for what teams go into each tier. Perhaps something along the line of rookie through junior teams compete in the lower tier and then after those first 3 years have the chance to move up by getting to the semi finals at a tier 2 competition. Also if a team under performs (places in the bottom %15) in the top tier for several years they will be kicked back down to the lower tier. As first grows this could expand into a 3 tier/year cycle where the tiers are even more separated. Maybe i'm just babbling nonsense but i'm just typing out my thoughts. |
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