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Unread 09-03-2014, 17:08
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Re: Petition: Lower technical foul values to make this game better

Yes.

Quote:
Originally Posted by Karthik View Post
Agreed, however a 15 yard penalty in football is mere pittance compared to the "match killer" 50 point penalty in Aerial Assist.
Absolutely! I don't think FIRST anticipated the heavy defense being played this year. As a result, they anticipated higher match scores. For regionals and districts fouls should be 10 points, and tech fouls should be about 25, with a re-calibration for Championships based on what kind of scores are seen at the district championships.

Also, A more fitting penalty for G40 would be to disable the entire alliance at fault for 5-10 seconds, and give a tech foul if the human player entering the field was strategic or consequential.
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Unread 09-03-2014, 17:12
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Re: Petition: Lower technical foul values to make this game better

Quote:
Originally Posted by Woolly View Post
Also, A more fitting penalty for G40 would be to disable the entire alliance at fault for 5-10 seconds, and give a tech foul if the human player entering the field was strategic or consequential.
This is actually more along the lines of what I was thinking.
I couldn't come up with it because I'm being distracted by unimportant non-robot things like homework, but to Chris is me specifically this is more what I meant.
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Unread 09-03-2014, 20:05
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Re: Petition: Lower technical foul values to make this game better

Quote:
Originally Posted by Woolly View Post
Also, A more fitting penalty for G40 would be to disable the entire alliance at fault for 5-10 seconds, and give a tech foul if the human player entering the field was strategic or consequential.
This would be an interesting alternative to the current foul system, but it would have to work around a number of potential issues in it’s implementation, so it would be infeasible to implement this year.

If suddenly disabled, some robots may perform actions that could be very undesirable. For instance, my team’s catapult is locked back with an electromagnet prior to firing, so in certain situations a sudden disable could cause us to fire the ball in whatever direction we were facing in, which may be into the stands, significantly increasing the time it would take for the alliance to complete that cycle.

My other major concern would be the potential for a robot to foul during this period. They would be unable to prevent themselves from accidentally catching an opponents ball, back off from a pin, or (if this were in a different game) prevent themselves from hitting an opposing robot in a protected zone. Some of these could be engineered around or fixed with exceptions in the rules, but for others this would not be feasible.

Probably the most viable way to implement this would be to add a third game mode which would allow the code to control the robot, but not allow it to read input from the driver station. This would make most, but not all, of the problems mentioned avoidable.
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