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Unread 03-12-2011, 13:24
zaphodp.jensen zaphodp.jensen is offline
Alumni and Mentor of 3130
AKA: Pierce Jensen
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Re: First Official 2012 Game Hint

EDITED TO MATCH EXTRA INFORMATION:

The math that I did:
2500 Panel Lights = 2500 Teams --> Thus, this is one order, Possibly for everything they are getting from Rockwell.

14 Amber Stack Lights (Or 14 E-stop Buttons) / 3 per Alliance * 2 Alliances Per field - 2 Spares = 2 Extra Fields Being made this year --> That knocks out all of the remaining stack lights

~250 High Speed Counters & 500 Photosensors = 2 Photosensors to One Counter = Two Seperate and equal scoring Goals for Each Alliance (Like the two Logomotion racks)

500 Photosensors/ 19 Fields = 25 Sensors per field = 12 per Alliance + 1 Spare

250 Counters / 19 Fields = 12 Counters Per Field = 6 counters per alliance

6 counters per alliance = 6 Scoring Levels?

168 Roller Limit Switches= Some lever Element or Robot Interaction Element on Field? These style of switches are not like the standard microswitch that were used on the Tower for Logomotion. These are heavier duty than those, and the roller indicates that something is designed to roll or slide past the switch. With a 99% probability, I can say that these switches aren't intended for user interface, or something like the minibot tower...
168 Roller Limit Switches / 19 Fields / 2 Alliances = 4 Switches Per Alliance


As for Tennis Balls as game pieces, to make a field reset faster what if the field was a gently sloped "^", where the dropped tennis balls roll down to the ends of the field, and were collected in a large hopper? This would eliminate the driving hazards and speed up the field reset... This would also explain the "Heavy" Field, because surface would need to support the robots... And why else would they need the high speed counters? A normal counter would easily have the frequency to count, say, soccer balls rolling through a photogate...

And if the balls rolled back to a hopper, that would mean that the switches could be used to trigger a "Dumping" mechanism that would dump that hopper into a robot, maybe scoring extra points?

This would also be an interesting twist of strategy, making floor pickup less effective due to the game pieces "running away" and a robot that can quickly and effectively travel across the field to collect from the dumpers more effective than floor pickup.

Last edited by zaphodp.jensen : 03-12-2011 at 13:50. Reason: To adjust math, to add to analysis
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