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#16
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Re: Best Theoretical Alliance
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#17
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Re: Best Theoretical Alliance
Okay, I'll play!
1986, 1114, 67. 1986 boasts a 7 disc autonomous and a 30 point climb, plus being one of the best disc scoring robots of the year. Their do-all robot makes them my first pick. 1114, while being famous for their climb, also developed a cycling ability that rivaled their counterpart, 2056, albeit not quite as accurate. A 3 disc autonomous, 5/6 cycles, and the 50pt climb and dump makes 1114 a sure pick. 67, while a pick that is being heavily scrutinized, is a worthy pick. 67's FCS drew heavy defense when they were the highest scoring robot on an alliance. On this alliance, all 3 robots are defense-worthy threats. Even if the full court shooting is neutralized, they are a consistent cycler, as well as boasting a 40pt climb and dump (assuming 1114 does the 50). In addition, 67's dominant position in the corner will prevent too much traffic on the center of the field, giving 1114 and 1986 more room to maneuver. Potential Autonomous points: 42 + 18 + 18 = 78 Potential Teleop Points: Um... Pretty fair to say all 45 discs could be scored in this one. 67/1114/1986 are all reliably accurate, and 1986's floor pick up could retrieve any misses. So we'll say... (3*45) = 135 + (3*6) for the discs on the ground by the opponent is 153. Potential Climbing Points: 30 + 30 + 30 + 50 (for the pyramid discs) = 140. 78 + 135 + 140 = A Whopping 353 (335 if we don't include discs preset on the floor not scored in autonomous). And I firmly believe this alliance could consistently get at least close to that. |
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#18
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Re: Best Theoretical Alliance
Forgot about their 30 point climb. My only concern with picking them over 2056 is if all of these robots actually fit at the top level (I have never actually seen more than one robot up there at a time).
254 and 987 are teams I didn't get to see as much as I now hoped I had. 469 was a team I also greatly considered. Still, like I said, there is no real right answer. Thanks to everyone who posted, it was great to read your input. Last edited by xForceDee : 29-08-2013 at 00:45. |
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#19
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Re: Best Theoretical Alliance
If we can have a legitimate debate on this over multiple pages of multiple threads then props to the GDC for doing their job. Its great that this game has so many strategies that even now we have trouble figuring out the best way to play.
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#20
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Re: Best Theoretical Alliance
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I'd like to see 1986 and 254 go head-to-head. I don't know who is better (all I have for 1986 is OPR numbers and god knows how accurate those are.) Why couldn't they both come to IRIIIIIIII?!?!?! ![]() |
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#21
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Re: Best Theoretical Alliance
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#22
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Re: Best Theoretical Alliance
254-1986-1806
The "We couldn't make it to IRI" Alliance. |
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#23
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Re: Best Theoretical Alliance
The trouble with threads like this is that there's 8-12 teams that are right at the top there, and they're pretty much interchangeable for the purpose of a discussion like this.
A dream team consists of 3 teams that have compatible 30 pt climbs, and at least 2 of them have dumps. Additionally 1 must have a 7 disc auto. Better if one of the others additionally has a W2W 5 disc. 254, 67, 1114 fits this bill nicely. The lack of a 30 pt climb really hurts 2056 for being placed on one of these 'ideal' teams. 254 could easily be substituted for 1986. Their robots perform nearly identical functions in a nearly identical fashion. 67 could be swapped for 1334, again, similar functions. There are a number of teams from which you can form these dream alliances. Any one of these dream alliances would be pretty much unstoppable. |
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#24
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Re: Best Theoretical Alliance
There are about 20 alliances that would all be almost equal but I would have to go with 254, 1806, 67 being the best.
The two full court shooters could empty all the discs with 254 cleaning up and possibly taking some discs from the opponents side of the court. After discs are gone 1806 and 67 climb and 254 climbs at the very end. 13 in auto- 78 45 in top goal- 135 3 climbs (30,30,20)- 80 6 discs dumped- 30 =323 buttt the whole time 254 can be scooping up the other teams misses, which always happens so the total will be higher. Also, this team would be incredibly repeatable as each of the robots isn't doing anything hard at all but each a relatively easy task but working as a team. That's my thought on the whole thing |
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#25
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Re: Best Theoretical Alliance
1986-1918-1114
Wait WHAAAAAAT? 1986- 5 Discs in auto (centerline) 30 Point Climb 1918- 5 Discs in auto 30 Point Climb 20 Point dump 1114/67/1334/etc- 3 Discs in auto 30 Point Climb 10 Point Dump Really this alliance has no advantage over the others in this thread, but it's an option that is a little different than the others. It still maximizes the amount of points one can get, but in a different way by replacing the 7-3-3 auto combination with a 5-5-3 auto combination. Now, if 1918 could do a 7-disc auto, they'd be the only team in the world with a 7-disc auto and an outside-the-pyramid 30 point climb. I would probably run 67 in this set, just for the fact that they, alone, can score the entire feeder station's worth of discs. |
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#26
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Re: Best Theoretical Alliance
Each alliance should have...
1 consistant full cout shooter- I give this one to 148. They had one if the most accurate full court shots this year. I think they probably scored more than 100 frisbee points in a single game a few times this year. Besides The Robowranglers, 67 and 469 both had quality FCS. But, it goes to 148. 1 reliable cycler. We saw in the championship that 3 cyclers was the best type of alliance. A cycling robot with a fast floor pickup makes a great addition. I would probably go with either 2056, 118, 3476 or 1477. All of these can score, but I give it to 2056. 1 fast climber with a solid shooter. I have to go with 254. They could climb to 30 in the time it took most to reach 10. 1986 and 1114 also had great climbs, but The Poofs get this one. In total, 148 could hit at least 25 shots from full court + autonomous + a 50 pt. climb and dump. That's well over 120 pts, give or take. 2056 had a 7 disc auto + a deadly accurate shooter, and a 10 pt climb. Probably about another 100 pts right there. Then, 254 has its 7 disc auto + another quality shooter + a 10 second 30 pt. climb. I think this group can hit 300 pts. |
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#27
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Re: Best Theoretical Alliance
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#28
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Re: Best Theoretical Alliance
I love thinking about this kind of thing and I'll possibly come back later to contradict myself.
First things first, full court shooters aren't going to help here. There are a few (67, 148, 195, 2169, etc) that are accurate enough to be a part of this discussion, but with 45 + 6 discs, it's just too easy to get 11-12 cycles out of three good cyclers. Anyone who wants to contest this can go watch Einstein and IRI again. One could argue that an FCS will more efficiently feed a ground loader, but there aren't a ton of ground loaders that work as quickly as an optimized cycler even with a ton of discs on the ground. Autonomous mode has to be covered. At least 13 discs for the alliance, which isn't hard to do. 15 discs is nice but I don't think it's absolutely necessary - I'll say it'll break a tie in this discussion but so many robots are good at covering the middle discs that it almost doesn't matter. Climbing points are where the discussion gets interesting. Obviously an ideal alliance wants as many as possible - but the more climbers you have, the less end game cycling happens. There's also diminishing returns to a small extent on climbing, as only two robots need to dump. I think it's pretty reasonable to say the ideal alliance needs at least two thirty point climbers. So let's see what robots we have to work with here. I'm assuming every robot is playing at their peak performance in season or IRI. I won't consider "a better driven version of Team XYZ" or anything like that though. My first guess for an alliance would be 254, 1114, 67. 67 is *the* 50 point dump FCS - and they happen to be one of the most accurate and fastest FCSes in the world. A perfect fit for a floor loader like 254. 90 climb points, 30 pyramid points, all 45 white discs in the goal, and 13 discs in autonomous gets you 303 points. I won't really try and guess how many opponent discs they can go for without some very hard data on how effective these three teams are... The other three-climber alliance that could possibly exist would be 1986, 1114, 1334. This alliance gives up full court shooting in exchange for quicker and more reliable cyclers. I don't think there's a doubt in anyone's mind that these three robots could each manage four cycles a match. 1986's floor pickup isn't stellar in teleop but it's good enough that they could probably manage to get a cycle of missed discs. Same point ceiling, different (probably safer) strategy. Plus this alliance has more of a "new school FRC" feel to it. There are other non 30 point climbing bots that are so exceptionally good that they deserve consideration. 2056, 469, 1310, and 118 are all absolutely excellent robots at their peak and I believe all of them have had 90+ point contributions in a match before. The only way these teams could keep up is if they found 20 points (opponent missed discs, etc) that 254 / 1986 couldn't find. That said, if anyone could do that, it'd be 2056 and 469. That would be an interesting alliance, 1114 / 2056 / 1334... now where have I seen that before... |
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#29
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Re: Best Theoretical Alliance
I find it interesting that a majority of people seem to value the two centerline disks in auto over an overall better fit for strategy.
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#30
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Re: Best Theoretical Alliance
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Any combo with 67 involved only needs someone to pick up a few discs off the floor to score every disc, technically. I think the 67-254-1114 alliance could EASILY score every disc in the feeder station. Additionally, I think the 1986-1918-67 could do it as well. Really it comes down to scoring ALL of your discs, maximizing auto points, and maximizing climb points. Reliability might come into play, as any alliance with 67 fcs'ing is inherently unreliable due to the ease at which one can block 67. But there are other ways to do this. Cycling can likely score all these discs as well. In summary, I think most of these combos definitely consider alliance composition and strategy. |
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