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Unread 26-01-2014, 21:37
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Re: A Coach for the Alliance - The Supercoach

Quote:
Originally Posted by WaterClaw View Post
in reference to the OP;

My only concern with super coaches is teams fighting over who would have ultimate control. During the heat of the moment, everyone has very jacked up opinions of their abilities and often are far less capable than they think they are.

Also, with one of the coaches being the super coach you run the risk of your drive team being forced to handle the environments of the game all on they're own and hence taxing their focus on their specified tasks. You would need to have a highly competent drive team and an even more competent commander to coordinate all three teams in the alliance at once.
Your first point is perfectly valid and in my original post, it's listed as reason (c) as to why the supercoach position may fall apart during qualifications.

As far as the coach-less drivers are concerned, I've touched on this once before, but my intention is that one of the human players can transition into the coaching position. I understand that some folks are not comfortable with this, but there are quite a few options here. Perhaps the pedestal human player can alternate between coach and human player. Perhaps the operator can transition into the coach since he/she usually isn't as intense into the robot as the main driver.

Another question that may come up:
What is your team doing to support the supercoach position?
We're doing a small number of things that will not only help us support the supercoach position, but also make our driveteam better.
1) The drive team coach understands, and fully accepts, the concept of a supercoach. Our drive team coach is prepared to not only become the supercoach, but take instructions from a supercoach from a different team.
2) Usually, our human player is someone who compliment's the drive team's personality. This year, the human player will also be someone who can replace the coach during the match.

- Sunny G.
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Unread 27-01-2014, 12:02
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Re: A Coach for the Alliance - The Supercoach

I don't know that I'd call the position 'super-coach', but having someone announce numbers & assists from the screen is HIGHLY valuable. The logistics would really come down to how much autonomy the 3 drive teams can handle.
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Unread 27-01-2014, 12:51
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Re: A Coach for the Alliance - The Supercoach

Here's a question to throw out for fun that's also on this topic: how many third picks at championship will be picked up primarily because of known drive coach pedigree to be the 13th representative at the alliance station? Would a veteran team with a mediocre robot but good strategy brains be considered a pickup over a stronger robot with an unexperienced drive team?
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Unread 27-01-2014, 13:04
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Re: A Coach for the Alliance - The Supercoach

Quote:
Originally Posted by PayneTrain View Post
Here's a question to throw out for fun that's also on this topic: how many third picks at championship will be picked up primarily because of known drive coach pedigree to be the 13th representative at the alliance station? Would a veteran team with a mediocre robot but good strategy brains be considered a pickup over a stronger robot with an unexperienced drive team?
If there's a year for that, this would be it. Though I feel that teams with a known strong strategist will be on teams that are performing well enough to be a 1st or 2nd pick, it may be a factor when trying to distinguish between two robots of equal capability for the first/second pick.
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Unread 27-01-2014, 16:05
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Re: A Coach for the Alliance - The Supercoach

I think this is definitely a job that can be done by one of the three existing coaches. Many teams, especially at the elite level, do not need their drivers to be constantly advised by a mentor coach. The side effect here is that the most well practiced team gets to assist the rest of the alliance strategically.

Fun side note: In 2011, the game actually had an analyst position for one of the human players. It was very rarely useful, but in some situations it worked okay. In a match at IRI, the team I was working with used an analyst to announce which tubes the scoring teams should attempt to go for and starve off the field. The only reason this was necessary was because all three drive teams needed more active coaching.
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  #21   Spotlight this post!  
Unread 27-01-2014, 22:33
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Re: A Coach for the Alliance - The Supercoach

I think the Supercoach strategy utilized to its fullest potential eliminations much more than qualification matches. It will be too much for some teams (esp. rookies) while explaining match strategy to throw the additional curveball of Supercoach strategy. Unless many teams understand the idea of the Supercoach and no explanation is necessary then it will likely be a bother to try to explain the process in the limited qualification prematch time. It wouldn't be impossible to explain but it is not yet proven that explaining the Supercoach strategy during prematch may be more effective than normal prematch strategy plus an undesignated "free-floating coach" during the match. Now the Supercoach strategy becomes much easier with strategy-savvy veterans on the alliance who understand the concept of a "free-floating coach" from prior years. The "Supercoach" as Sunny defines the term simply formalizes the that one coach to lead the alliance and allows HP to transition into the position of that team's drivers' coach. In eliminations when strategies are often set it will become much easier for the alliance captain or designated Supercoach to take leadership because of more planning time.

Definition: "Free-Floating Coach" - An undesignated coach that leaves his drivers to move within the alliance station and communicate key pieces of information with other coaches and HPs. This is essentially the predecessor of the "Supercoach."

Also as others have said there is no rules prohibiting having multiple HPs in the alliance station. I would recommend having 2 in the alliance station and 1 in one of the far HP zones for the super coach strategy and here is why: Have one HP be at the pedestal to take the ball of the pedestal and pass it to the second HP who temporarily leaves his drive team to inbound the ball. The pass decreases the inbound time and likely has a minimal impact on the unattended and ball-less drivers who likely are waiting for said ball.

Final Opinion: I think the Supercoach strategy will be effective as long as ALL alliance members are on board with the plan. This means choosing and following the selected Supercoach's audibles without delay or questioning. If the other two teams are willing to be selfless and let a Supercoach call the shots then I believe that this coordination alone can take an alliance deep into Saturday as a result of the emphasis placed on 30pt Assists.

Sorry if this post seems long, but this is a great thread and I had a lot to say. As a coach I'm looking forward to trying this out in matches.
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Unread 27-01-2014, 23:38
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Re: A Coach for the Alliance - The Supercoach

As long as our drive team was not having issues last year, I would hover behind the other driver stations to make sure our entire alliance was working together well. If someone suddenly deviated from a strategy that we had discussed, I would "encourage" them to get back to the zone they were defending or back away from the pyramid as our opponents started climbing.

The coach of our alliance captain at Champs, Mr. T, was really good at this, watching what was happening on the field and letting the other two teams know what needed to get done. It was a great experience working with our alliance partners this way.

I agree with the earlier post that this is what many top teams already do. I have learned so much from other drive coaches during these times when we have been lucky enough to be partnered with a team like the Killer Bees and Jim Zondag.

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Unread 28-01-2014, 23:52
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Cool Re: A Coach for the Alliance - The Supercoach

There are a few qualities necessary to be a super_coach.

Good Scouting data.(that have an analytic side, graphs)
Preferably A upper ranked robot (but not always)
An awareness of who their allied with and the opponents(EVERY MATCH)
Experience as driver, humanplayer, etc.

Our team is special to have a robotics student design and program a scouting system that tracks all the teams.
This covers robots from being disabled to "do they have an autonomous" every match. All can be analyzed on a computer to note trends of robots for recent matches. Also see the percentage of chance to winning a match.

A Super_coach has to have the data or the numbers to show his alliance members. And, prove the credentials to compose the statement. This is what we have recorded you doing on the field. Scout data is crucial for that reason. This helps clears the emotions, feelings or pride of teams when discussing who takes leadership with your allies.

Its handy for a super_coach to be aware of who their against. They can refer back to their scouting data to see what the teams are effective at and pursue strategies for winning the match. A playbook is very HELPFUL in communicating to allies the task a super_coach wants them to perform. That takes guts and confidence for a person to do but is easy when you have the data to show.

Frank was the ideal super_coach for team 701 last year which in return brought back our first blue banners.
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Unread 29-01-2014, 00:50
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Re: A Coach for the Alliance - The Supercoach

I first got to experience a little bit of this play style when we played with Jared of 341 at Chestnut Hill last year. We started employing more of it when we were lucky enough to be an alliance captain several times at different off-season events. Strategically, I think it really is the stronger way to go, as it kind of drives everyone to compete toward the same overall strategy and facilitates communication throughout the alliance. In this game, in the majority of cases, I would defer to whoever has the dominant robot to determine the overall strategy, regardless of whether or not they want to pass the "supercoach" role onto one of the other coaches.

In past games, if you want to execute this during qualification rounds, you really risk labeling yourself as a bossy team if the strategy goes sour or you don't give a team a chance to shine, and negative reputations are hard things to overcome in FIRST sometimes. With a game that requires so much interaction, though, it may be expected for strategies like this to be employed, making it less of a risk. We'll watch the week 1 and 2 events to see how everyone is playing this game and adjust accordingly.
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