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#31
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Re: IRI - Dates, Info and Rule Ideas
Perhaps alliance bridges (which should be cake to double balance at IRI) could be limited to use in the last 20 seconds. This makes you really work for those extra points. Penalties for early balancing would be similar to deploying a minibot early.
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#32
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Re: IRI - Dates, Info and Rule Ideas
Make the opposing alliance's bridge off limits for only the last 30 seconds of the match.
Increase the number of balls on the field, 6 more would be nice. Make the key penalties 1 pt instead of 3. |
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#33
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Re: IRI - Dates, Info and Rule Ideas
Technical fouls are worth 5 points.
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#34
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Re: IRI - Dates, Info and Rule Ideas
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My idea for an off-season addition would be to add two balls to each bridge at the start. Last edited by pathew100 : 01-04-2012 at 21:42. |
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#35
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Re: IRI - Dates, Info and Rule Ideas
The removal of alleys. Makes it quite difficult to defend against the triple balance if all 3 enter from that side.
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#36
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Re: IRI - Dates, Info and Rule Ideas
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Get rid of the G28-G40 goofiness. Once again, makes sense in theory, but in practice it just invites negativity. Also puts some onus on the referees unnecessarily. |
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#37
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Re: IRI - Dates, Info and Rule Ideas
I remember an off season last year (Battlecry if memory serves me correctly) got really lenient with the zone incursion rules and teams abused the lanes all day long to get tubes they would not have been allowed to get during the season. You may not like the rules guys but they are there to stop teams from going crazy on the playing field and stopping all those awesome plays that gets everyone talking.
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#38
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Re: IRI - Dates, Info and Rule Ideas
Idea #1 - Bridge Points alterations:
Qualifying: 10 points for one robot on your alliance bridge, 20 points for two. 1 Bonus qualifying point instead of 2. Elimination: 10 points for one robot on your alliance bridge, 20 points for two, 40 for three. Bonus 9 points for the first alliance to balance their bridge first during the last 30 seconds of the match - so long as the bridge remains balanced till the end of the match. If the "first bridge" that was balanced becomes unbalanced, the bonus is not scored to any alliance. If both bridges were balanced at the time the 30 seconds begins, both alliances 'qualify' for the bonus, and if a team unbalances, the bonus is lost to them, but still available for the other. Idea #2a though #2c - Rule Edits: a) No "more than 3 balls" foul called during Hybrid mode. 5 second grace period after end of hybrid mode to clear out any extra balls before fouls are called. b) Add two additional basketballs to the game, starting one on each alliance bridge. c) Robots in Hybrid Mode get 15 seconds of autonomous use, and a robot controlled by the Kinect gets an additional 10 seconds. (aka, you can't just have one person stand in front of the kinect station and have 10 additional seconds of autonomous play, it has to be controlled via kinect.) Idea #3 - Play the fourth robot You aren't really supposed to like or want this idea, but if there was ever a year to have four robots on the field, this would be the year to give it a shot. |
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#39
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Re: IRI - Dates, Info and Rule Ideas
How about just taking the ball holding cap off all together? I know most robots this year are designed specifically to only hold 3 balls, but it would make for interesting starvation play...do you shoot and give your opponents the ball or do you wait and starve them of the balls you possess?
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#40
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Re: IRI - Dates, Info and Rule Ideas
I don't know if they're actually able to do this, as this requires going down into the actual software and changing things, which I know is fairly difficult if not impossible.
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#41
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Re: IRI - Dates, Info and Rule Ideas
I would like to see <G28> changed to something like robots may not contact an opponent when breaking the plane of the opponents key or lane. It seems like teams have too much protection and it keeps teams from entering those high risk areas to take balls from their opponents. It also seems like refs are having a hard time with the <G28> <G44> <G45> combination. I would like to see that go away.
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#42
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Re: IRI - Dates, Info and Rule Ideas
We spent an entire regional playing defense, gathering balls and mucking up traffic for the opposing alliance while only gathering 1 foul and winning the regional. It is not as hard to do as many seem to think.
Wetzel |
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#43
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Re: IRI - Dates, Info and Rule Ideas
I think the game is pretty near perfect as it is. Perfect point balance between bridges and shooting balls, and the coopertition bridge is an awesome aspect. And if everyone is balancing it as people have suggested, it wouldn't matter anyways. But why eliminate the incentive to work together with the other alliance? It's awesome to see two teams battle fiercely throughout the match, and then turn around and work together to balance that bridge in the last 30 seconds.
The one swing and a miss was the Kinect (as many of us were saying from the start). And given the extremely tight space at IRI, it would make a lot of sense to eliminate it, given that nearly no one uses it anyway. |
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#44
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Re: IRI - Dates, Info and Rule Ideas
I've got 2,
1) Every alliance gets one redo and/or time out. The redo can only be used if the alliance looses a match due to; one robot breaking (like an obvious break (arm falls off, etc)), robot dies during the match (either unforeseen battery issue or loss of com), or something highly unexpected happens that causes the alliance to not get get as many points. Red cards may invalidate this redo... may not... 2) After the hybrid period the game stops until the head ref gives the OK to start again. This solves any issue of hybrid balls not being worth full points due to either going in after the bell or because of a jam. There have a few matches that have been stop and replayed mid match due to a jam that occurred in the hybrid period, again this solves that issue. The pause could also be just 5 seconds to keep the flow of the match going. |
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#45
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Re: IRI - Dates, Info and Rule Ideas
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Wetzel |
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