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Unread 22-01-2014, 22:56
shelldonboyd shelldonboyd is offline
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Scouting help

Do you think our scoring sheet would be efficient, accurate, also easy to teach to people? We tried to cover as many aspects of the game as we could while removing what we think is irrelevant data. If we are missing anything or you spot anything irrelevant it would help if you point them out.
Thanks,
Team 1622 Scouting
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File Type: pdf scouting.pdf (45.5 KB, 154 views)
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Unread 22-01-2014, 23:08
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Re: Scouting help

Quote:
Originally Posted by shelldonboyd View Post
Do you think our scoring sheet would be efficient, accurate, also easy to teach to people? We tried to cover as many aspects of the game as we could while removing what we think is irrelevant data. If we are missing anything or you spot anything irrelevant it would help if you point them out.
Thanks,
Team 1622 Scouting
If you're crossing under the truss in Automode, that's a Foul, NOT points.

Personally, I prefer to have one block for fouls/penalties, with a method for counting or designating what if any penalties are assessed, or the amount of points opponents gained from those. Leaves more room on the scouting sheet.

Oh, and it might help to have a block for the "Hot Goal" bonus as well. Ditto for having a "Dead Ball" call with your robot in possession--while not a foul, you really don't want one of those on your alliance.
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Unread 23-01-2014, 00:26
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Re: Scouting help

A lot of the labels aren't obvious to me. What does "Score" mean next to the table in the Autonomous section? Is this one section keeping track of both the high and low goals as well as the Hot Goal? Why is the second section after Autonomous just called "Points"?

Also, why are there tables for things like the mobility bonus? That's a one time thing, you do it or you don't. How is this intended to be filled out? Can you do an example for us? There are 7 boxes next to each item, but it's not obvious how the info should be recorded.

Also, you don't really have a field for where a team starts in autonomous or where they are on the field during the match. I'd suggest having a way to visually represent things like this that can't be quantified. These things are important for your drive team to know going into a match.

Most of your sheet is devoted to penalties, which doesn't match how infrequently penalties will be assessed. Many matches will see no penalties at all. That's just wasted space.

For assist points, how are you assigning that to a single robot? Are you counting assists, or points from assists? Are you keeping track of how many assists the alliance is getting per cycle?

You have a field for blocks, what about some more info on defense played? With only one ball to go around, everybody will probably play some defense for a part of every match.

For the truss catch, I'd suggest adding a field denoting who threw the ball, to keep you from having to look back and forth between sheets to see who threw to who.

I'll second Eric's suggestion of a "Dead Ball" field. That's a big red flag if you see it more than once on the same team. Assuming 10 matches, that's a 20%+ failure rate. In the 6 elimination matches is takes to win an event, you can expect that robot to fail at least once.

My last concern is that this setup comes out to 5 sheets of paper per alliance per match (to be fair, there's a lot of room to condense it and I'm assuming you haven't started that yet since you're still working on the content). That's a lot to get printed, and a lot of sheets to keep organized. It is possible to make a simple sheet that collects all scoring information for all of a team's matches on a single sheet, front and back. Personally, I prefer to have a diagram of the field for each team each match, showing where they went and what they did, but keep your resources in mind.
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Unread 25-01-2014, 13:18
shelldonboyd shelldonboyd is offline
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Re: Scouting help

Updated Version of the Spreadsheet.
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File Type: pdf final score sheet.pdf (13.1 KB, 30 views)
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