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#1
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Re: High Goal Vs. Low Goal
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#2
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Re: High Goal Vs. Low Goal
R43 is oddly specific about bumpers. I now agree that there is a band of protected space, the depth of a bumper, from the edge of the COURTYARD going over the ramp of the OUTERWORKS.
I hope it gets clarified by QA. |
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#3
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Re: High Goal Vs. Low Goal
We've made a different decision than I am seeing here... we've decided to not score high or low goals at all, but focus on speed and defeating all the defense obstacles. Our aim is to be able to deliver boulders to alliance members in the courtyard for goal scoring while breaching the outer works. If we can get the speed factor high enough, we can give our alliance members time to line up high goals and evade defense bots - or chase down missed shots and try again - while we bring them ammunition. If we can succeed, our alliance members will be able to spend more time in the courtyard attacking the tower's strength towards capture, while we focus on breaching the outer works. This strategy will play to our strengths, while presenting a challenge in getting the cycle time low enough to benefit the alliance. Thoughts?
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#4
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Re: High Goal Vs. Low Goal
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#5
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Re: High Goal Vs. Low Goal
I am seeing the ability to score high goal as an unnecessary ability unless you have an alliance partner that will bring boulders to the courtyard to shorten time in between cycles. I think an optimal robot is one that is fast at getting over/under all defenses while picking up boulders for quick low goal scoring or just releasing for another team. In quals it can score them while doing the defenses and in elims release them for a team member that can shoot high goals accurately that might take more time but less since they would be in a relatively close position to the tower.
Last edited by audietron : 11-01-2016 at 11:47. |
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#6
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Re: High Goal Vs. Low Goal
That might be true, but for securing purposes, we might choose to house the boulder inside the robot to cross the bumpy obstacles. Plus, low goal is an add on once we achieve our primary goal of crossing ALL the defenses. High goal is "right out", so to speak for us, though. Reality: 7 student members, 43 days, and 9 different obstacles is enough! LOL
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#7
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Re: High Goal Vs. Low Goal
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#8
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Re: High Goal Vs. Low Goal
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With the limited resources you have available, it may be advantageous for you to plan on making use of the withholding allowance to buy you time. |
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#9
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Certainly if we can breach defenses we can drive and push boulders into low goals, but only if the alliance members are too busy or unable. Breaching is 40 game pts plus guaranteed RP. Capturing requires 8 boulders (ranging game point combos from 8-40 pts) and only a RP is all three 'bots at least challenge. Especially in early weeks and matches, that is NOT guaranteed! As for withholding allowance - oh, yes! Definitely! |
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#10
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Re: High Goal Vs. Low Goal
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The Low Bar doesn't move either and you either go under it or over it. There is another thread here discussing the robot geometry required to go under it. Perhaps your team can make cardboard mockups of the Defenses with moving parts and play with different concepts to see if you can reduce the number of mechanisms further. These would not even have to be full-sized. It would be a lot faster than building them following the drawings then finding that you might not have any ideas that are promising. The following video might give you some ideas too. https://www.youtube.com/watch?v=kJREahxuy4Q |
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#11
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Re: High Goal Vs. Low Goal
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#12
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Re: High Goal Vs. Low Goal
Are there any limitations on the number of wheels that we are able to use this year?
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#13
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Re: High Goal Vs. Low Goal
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#14
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Re: High Goal Vs. Low Goal
That would depend on how much each wheel weighs....
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#15
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Re: High Goal Vs. Low Goal
Assume we're talking HotWheels. How many then, do you think?
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