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Unread 15-01-2015, 12:19
IronicDeadBird's Avatar
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Quote:
Originally Posted by wesbass23 View Post
Comparing this thought to previous years (2013 for example) you either scored disks, climbed, or were some combination of the two. There were enough disks too rarely run out and enough room on the pyramid to allow for all three to climb. This year there are enough game pieces (and enough variety) and enough space on the scoring platforms that you can have three robots playing the same role.
Pardon the typos cause I'm mobile right now but this is how I see it.
Recycle rush is a PvE based game where interaction between teams isn't as big of a factor as interaction within teams. This is due to it being based around resource management. The asymetrical field design ensures there are absolutely optimal areas for each scoring platform. There is the driver station scoring platform with a close driver station andd a far driver station. The obvious ideal is the close driver station. There is also the step scoring platform. Where you have two resource piles one closer one farther again optimal areas availiable. The sacrifice for running three stackers is that you don't really have an area to create stacks without causing traffic jams. So yeah you could triple up on stackers but then you restrict movement incase you get noodled. So yeah there is enough space on the platforms I don't believe there is enough driving space to support that. 2013 on the other hand is pvp you don't play tetris the same way you play chess
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Unread 15-01-2015, 12:22
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Re: Stacking vs Capping vs ???

Quote:
Originally Posted by IronicDeadBird View Post
Pardon the typos cause I'm mobile right now but this is how I see it.
Recycle rush is a PvE based game where interaction between teams isn't as big of a factor as interaction within teams. This is due to it being based around resource management. The asymetrical field design ensures there are absolutely optimal areas for each scoring platform. There is the driver station scoring platform with a close driver station andd a far driver station. The obvious ideal is the close driver station. There is also the step scoring platform. Where you have two resource piles one closer one farther again optimal areas availiable. The sacrifice for running three stackers is that you don't really have an area to create stacks without causing traffic jams. So yeah you could triple up on stackers but then you restrict movement incase you get noodled. So yeah there is enough space on the platforms I don't believe there is enough driving space to support that. 2013 on the other hand is pvp you don't play tetris the same way you play chess
2 human player stackers and a landfill stacker. I think there is plenty of room for 3 stackers, as long as they can also cap their own stacks.
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Unread 15-01-2015, 12:37
wesbass23 wesbass23 is offline
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Re: Stacking vs Capping vs ???

Quote:
Originally Posted by IronicDeadBird View Post
Pardon the typos cause I'm mobile right now but this is how I see it.
Recycle rush is a PvE based game where interaction between teams isn't as big of a factor as interaction within teams. This is due to it being based around resource management. The asymetrical field design ensures there are absolutely optimal areas for each scoring platform. There is the driver station scoring platform with a close driver station andd a far driver station. The obvious ideal is the close driver station. There is also the step scoring platform. Where you have two resource piles one closer one farther again optimal areas availiable. The sacrifice for running three stackers is that you don't really have an area to create stacks without causing traffic jams. So yeah you could triple up on stackers but then you restrict movement incase you get noodled. So yeah there is enough space on the platforms I don't believe there is enough driving space to support that. 2013 on the other hand is pvp you don't play tetris the same way you play chess
How and where a team creates stacks will vary but seeing as the totes will come from one of three locations (2 feeder stations and the landfill) there should not be much need for moving between those locations and interfering with your alliance. Even if a team shuttles one tote at a time from the feeder station to the scoring platform you should be able to set up a prematch strategy with your alliance to designate what routes each robot will be taking. As far as only having half the field to work with it is now 3 robots on half a field instead of 6 on a full field with the added bonus that the robots on your side of the field aren't intentionally trying to slow you down.
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