Go to Post We're not all autonomous robots who are preprogrammed to always follow rules blindly regardless of what they are. - Ryan Dognaux [more]
Home
Go Back   Chief Delphi > FIRST > General Forum
CD-Media   CD-Spy  
portal register members calendar search Today's Posts Mark Forums Read FAQ rules

 
Reply
Thread Tools Rate Thread Display Modes
  #1   Spotlight this post!  
Unread 22-01-2017, 23:31
Citrus Dad's Avatar
Citrus Dad Citrus Dad is offline
Business and Scouting Mentor
AKA: Richard McCann
FRC #1678 (Citrus Circuits)
Team Role: Mentor
 
Join Date: May 2012
Rookie Year: 2012
Location: Davis
Posts: 994
Citrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond reputeCitrus Dad has a reputation beyond repute
Why I like the last 2 games--dual challenge levels

The FRC Game Design Committee has added an important feature in the last two games that I believe helps promote FRC to a wider potential audience of high school students. Each of these games, had added a less-difficult match-long challenge that teams that are newer or with less resources can accomplish and make a material contribution toward the alliance's goals.

In Stronghold the added challenge was crossing different complexities of defenses. Those crossings contributed to both the team score (and it was possible to win qualifying matches with only crossing points) and to an important ranking point separate from the match outcome.

In Steamworks, it will be placing gears, which should be easier than shooting massive amounts of fuel in the high goal. Again, this task contributes to a separate ranking point.

Kudos to the GDC to create a clear value-added role for teams that sometimes have been seen as much less important in past games.
__________________
Reply With Quote
  #2   Spotlight this post!  
Unread 22-01-2017, 23:41
TDav540's Avatar
TDav540 TDav540 is offline
Questionable Decisionmakers
AKA: Trevor Davidson
FRC #1648 (G3 Robotics)
Team Role: College Student
 
Join Date: May 2013
Rookie Year: 2012
Location: Atlanta, GA
Posts: 476
TDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud of
Re: Why I like the last 2 games--dual challenge levels

The counter argument I have to both those two games is that they are both very complex. While that design makes it super interesting for the majority of participants in FRC, it makes it significantly more difficult to explain to the average sponsor, parent, or newbie. And, at the end of the day, isn't that the target audience?

I'm hoping the GDC will pull out a much simpler game in 2018.
__________________
2015-??: FRC 1648, G3 Robotics

2016 Carver Division, Columbus District Chairman's Award, Albany District Finalists
Georgia Tech, Class of 2019; Emcee, Ref, and 2016 Technology Enrichment Presenter

2011-15: FRC 540, TALON 540 Godwin Robotics
Proud Alumnus and Supporter
2015 Newton Division, Virginia Regional Finalist Alliance Captain
2014 Curie Division, Virginia Regional Engineering Inspiration
2013 Curie Division, Virginia Regional Engineering Inspiration
Reply With Quote
  #3   Spotlight this post!  
Unread 22-01-2017, 23:54
ollien ollien is offline
Registered User
FRC #5202
 
Join Date: Feb 2015
Location: United States
Posts: 342
ollien is just really niceollien is just really niceollien is just really niceollien is just really nice
Re: Why I like the last 2 games--dual challenge levels

Quote:
Originally Posted by TDav540 View Post
The counter argument I have to both those two games is that they are both very complex. While that design makes it super interesting for the majority of participants in FRC, it makes it significantly more difficult to explain to the average sponsor, parent, or newbie. And, at the end of the day, isn't that the target audience?

I'm hoping the GDC will pull out a much simpler game in 2018.
This is the major problem IMO. Honestly, after over a year, I've finally come up with an explanation of stronghold. "We crossed over various obstacles to put balls in a goal." That being said, this hardly highlights how awesome changeable defenses were. This year, the best I can come up with is "you can either shoot wiffle balls in a goal, or have people lift score gears to activate 'rotors' for points."


In the GDCs defense, the whole 'assist' aspect of 2014 is a bit hard to explain. You leave out a lot of detail by just saying "you put exercise balls in a goal"
Reply With Quote
  #4   Spotlight this post!  
Unread 22-01-2017, 23:56
JR0405's Avatar
JR0405 JR0405 is offline
Electrical & Pneumatics/Mechanical
AKA: Jack Ross
FRC #5822 (Wolfbyte)
Team Role: Driver
 
Join Date: Jan 2016
Rookie Year: 2011
Location: Chicago, IL
Posts: 129
JR0405 is a name known to allJR0405 is a name known to allJR0405 is a name known to allJR0405 is a name known to allJR0405 is a name known to allJR0405 is a name known to all
Re: Why I like the last 2 games--dual challenge levels

When I saw the title the first that came to my mind was low goals. Last year, our rookie year, all we did was low bar and low goal but we did it well. This year I think for teams out there that want to do shooting and gears but our rookies or on a lower level, the low goal gives them an opportunity for this without having to mess with vision tracking or higher level aiming.
__________________
#StaySavage
Reply With Quote
  #5   Spotlight this post!  
Unread 23-01-2017, 00:02
endreman0's Avatar
endreman0 endreman0 is offline
Programmer at Heart
AKA: Ian W
FRC #4131 (Iron Patriots)
Team Role: Leadership
 
Join Date: Sep 2015
Rookie Year: 2014
Location: Washington
Posts: 12
endreman0 is an unknown quantity at this point
Re: Why I like the last 2 games--dual challenge levels

Quote:
Originally Posted by TDav540 View Post
The counter argument I have to both those two games is that they are both very complex. While that design makes it super interesting for the majority of participants in FRC, it makes it significantly more difficult to explain to the average sponsor, parent, or newbie. And, at the end of the day, isn't that the target audience?

I'm hoping the GDC will pull out a much simpler game in 2018.
"Robots have to drive over, under, or through obstacles to shoot foam 'boulders' into the opponents' 'castle.'" Not that hard, and it opens up for more questions to give longer descriptions and get them more interested.

For this year, "teams bring gears and balls to their respective goals. The balls can go in high or low goals; the high goal is harder, but worth more points." Again, use just a bit of FRC terminology to make them ask questions and get them interested.
__________________
It's a hardware problem. No matter what it is. Everything is a hardware problem. Everything.

"We were going to go to girls gen... then money stopped existing" -Mikal, 4513
Reply With Quote
  #6   Spotlight this post!  
Unread 23-01-2017, 00:09
Ginger Power's Avatar
Ginger Power Ginger Power is offline
The GreenHorns Team Lead
AKA: Ryan Swanson
FRC #4607 (C.I.S.)
Team Role: Mentor
 
Join Date: Jan 2014
Rookie Year: 2012
Location: Becker, Minnesota
Posts: 893
Ginger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond repute
Re: Why I like the last 2 games--dual challenge levels

Quote:
Originally Posted by TDav540 View Post
The counter argument I have to both those two games is that they are both very complex. While that design makes it super interesting for the majority of participants in FRC, it makes it significantly more difficult to explain to the average sponsor, parent, or newbie. And, at the end of the day, isn't that the target audience?

I'm hoping the GDC will pull out a much simpler game in 2018.
Personally I think both of these games have been very spectator friendly and very easy to explain to people outside of FIRST.

Stronghold: "We shoot dodge balls which are called boulders into a tower. We drive over field obstacles which are called defenses. At the end of the match we climb a bar. It also has a cool medieval theme going on."

Steamworks: "We shoot wiffle balls which are called Fuel into a high goal which is called the Boiler. We also place Gear shaped pieces onto lifts which are connected to a big platform on the field called the Airship. Team members stand on the Airship and retrieve the Gears from the lifts and place them on the Airship for points. At the end of the game we climb a rope. The whole game has a cool steampunk theme."

Explaining FRC games is usually very easy to do if you don't try to throw too much information at people out of the gate.

Each of the last two games have/are going to be incredibly cool to watch. During Steamworks, we're going to see machine gun robots shooting hundreds of wiffle balls in the air. There are going to be fast robots ramming into each other at high speeds. The robots (the designs I've seen and the Ri3D robots) look really cool. Plus both years' robots are going to be incredibly cool for demos.

I love that the GDC has found a winning formula. There's something valuable and impactful that rookie/low resource teams can do with little more than a drivetrain. That's huge because all the students on those teams are going to feel accomplished and proud of their work. It also helps the visual appeal of the game. Every robot should be able to contribute which will result in much more interesting matches. We also shouldn't see a single 0-0 score barring an extreme oversight... With or without the themes, Stronghold and Steamworks are very well designed games.
__________________
Bison Robotics President
35 new FRC volunteers from Bison Robotics
The GreenHorns Project Lead:
Reveal Video
White Paper
Reply With Quote
  #7   Spotlight this post!  
Unread 23-01-2017, 00:10
dirtbikerxz's Avatar
dirtbikerxz dirtbikerxz is offline
Captain | Driver | CAD | Junior
AKA: Rohit Gondi
FRC #3991 (KnightVision)
Team Role: Driver
 
Join Date: Nov 2014
Rookie Year: 2015
Location: Baton Rouge, LA
Posts: 493
dirtbikerxz has much to be proud ofdirtbikerxz has much to be proud ofdirtbikerxz has much to be proud ofdirtbikerxz has much to be proud ofdirtbikerxz has much to be proud ofdirtbikerxz has much to be proud ofdirtbikerxz has much to be proud ofdirtbikerxz has much to be proud ofdirtbikerxz has much to be proud ofdirtbikerxz has much to be proud of
Re: Why I like the last 2 games--dual challenge levels

Quote:
Originally Posted by TDav540 View Post
I'm hoping the GDC will pull out a much simpler game in 2018.
nonononononononononononononononononononononononono nono.....NO. I like these complex games. It definitely makes the games more more interesting to strategize, more interesting to build a bot for, more interesting to drive, and definitely more interesting for spectators to watch. I know people who aren't active in robotics, but have gone to a competition in 2014, and also a competition last year, telling me that watching 2016 was much cooler.

Honestly it really isn't that hard to explain games to new people. I mean yes "robots have to shoot big balls in giant goals" is pretty easy, but saying "robots have to grab and place gears, grab and shoot fuel, and climb the rope" isn't that much harder. (Yes I do realize that isn't it, but you get my point.) And if you really want to explain the detailed rules to a spectator, there were just as many in 2014 (for example truss shots, catch points, 3 bot cycles etc.).
__________________

Team 3991: Driver since freshman (2015-), Captain since sophomore (2016-), CADer
"The human condition is not perfect. We are not perfect specimens, any of us. We're not robots." - Michael Ovitz
My posts may or may not reflect the views of my team, they are my opinions, and mine alone.
Reply With Quote
  #8   Spotlight this post!  
Unread 23-01-2017, 00:21
pmattin5459 pmattin5459 is offline
Registered User
AKA: Patrick Mattin
FRC #5459 (Ipswich TIGERS)
Team Role: Mentor
 
Join Date: Mar 2016
Rookie Year: 2015
Location: Massachusetts
Posts: 71
pmattin5459 will become famous soon enoughpmattin5459 will become famous soon enough
Re: Why I like the last 2 games--dual challenge levels

Quote:
Originally Posted by dirtbikerxz View Post
nonononononononononononononononononononononononono nono.....NO. I like these complex games. It definitely makes the games more more interesting to strategize, more interesting to build a bot for, more interesting to drive, and definitely more interesting for spectators to watch. I know people who aren't active in robotics, but have gone to a competition in 2014, and also a competition last year, telling me that watching 2016 was much cooler.

Honestly it really isn't that hard to explain games to new people. I mean yes "robots have to shoot big balls in giant goals" is pretty easy, but saying "robots have to grab and place gears, grab and shoot fuel, and climb the rope" isn't that much harder. (Yes I do realize that isn't it, but you get my point.) And if you really want to explain the detailed rules to a spectator, there were just as many in 2014 (for example truss shots, catch points, 3 bot cycles etc.).
It's just so much cooler to go around doing different things and allows for better alliance building- you need 2-3 really great robots to succeed, and each of those robots is fulfilling a different role (this year especially).
Reply With Quote
  #9   Spotlight this post!  
Unread 23-01-2017, 00:24
TDav540's Avatar
TDav540 TDav540 is offline
Questionable Decisionmakers
AKA: Trevor Davidson
FRC #1648 (G3 Robotics)
Team Role: College Student
 
Join Date: May 2013
Rookie Year: 2012
Location: Atlanta, GA
Posts: 476
TDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud ofTDav540 has much to be proud of
Re: Why I like the last 2 games--dual challenge levels

Quote:
Originally Posted by Ginger Power View Post
Stronghold: "We shoot dodge balls which are called boulders into a tower. We drive over field obstacles which are called defenses. At the end of the match we climb a bar. It also has a cool medieval theme going on."

Steamworks: "We shoot wiffle balls which are called Fuel into a high goal which is called the Boiler. We also place Gear shaped pieces onto lifts which are connected to a big platform on the field called the Airship. Team members stand on the Airship and retrieve the Gears from the lifts and place them on the Airship for points. At the end of the game we climb a rope. The whole game has a cool steampunk theme."
That's a pretty long description for a "simple" game.

But regardless, I chose the wrong word in my first post. "Explain", the term I really should have used is "introduce".

I have two main examples for this, neither of which involved someone on a team talking to the people involved.

The first was before me (and basically my entire nuclear family) became members of FIRST teams. Every year, my dad and I would go to the NASA/VCU/Virginia regional in Richmond at the VCU Siegel Center. We would walk in with very little idea about the game objective, robot designs, or who was playing, but sometimes (2008, 2010, 2011), the objectives were relatively clear and obvious. Most of the time, it was pretty easy to tell where the majority of points came from, even in 2009 (although that game was easily the worst of the four). It didn't take someone explain the game to us to understand: the result was relatively obvious.

The second is much more recent. My sister has only been paying attention to FRC the past two seasons (2015 and 2016, joined a team this season). Of those, she found Recycle Rush the more interesting game (a travesty, I know). Why? Because it was simpler to understand. The scoring mechanic was obvious. Sure, there's always going to be added complexities to a game. But it was pretty clear pretty quickly what was a score, what wasn't, and how much the score was worth.

I don't disagree with anyone in saying 2016 and 2017 have been and will be fun games. I especially appreciate this year's game. But I can understand how an outsider will enter the arena this year and quickly have a hard time following the match. Simpler games with distinct, followable scoring elements and value correlation (2010-13) can be challenging to participants while still easily understood by an outsider.
__________________
2015-??: FRC 1648, G3 Robotics

2016 Carver Division, Columbus District Chairman's Award, Albany District Finalists
Georgia Tech, Class of 2019; Emcee, Ref, and 2016 Technology Enrichment Presenter

2011-15: FRC 540, TALON 540 Godwin Robotics
Proud Alumnus and Supporter
2015 Newton Division, Virginia Regional Finalist Alliance Captain
2014 Curie Division, Virginia Regional Engineering Inspiration
2013 Curie Division, Virginia Regional Engineering Inspiration
Reply With Quote
  #10   Spotlight this post!  
Unread 23-01-2017, 00:38
Bkeeneykid's Avatar
Bkeeneykid Bkeeneykid is offline
#wheatcoastneatcoast
AKA: Devin Keeney
FRC #1982 (Cougar Robotics); Season Long Fantasy FIRST (F3)
Team Role: Leadership
 
Join Date: Feb 2015
Rookie Year: 2015
Location: Lenexa, Kansas
Posts: 367
Bkeeneykid has much to be proud ofBkeeneykid has much to be proud ofBkeeneykid has much to be proud ofBkeeneykid has much to be proud ofBkeeneykid has much to be proud ofBkeeneykid has much to be proud ofBkeeneykid has much to be proud ofBkeeneykid has much to be proud ofBkeeneykid has much to be proud of
Re: Why I like the last 2 games--dual challenge levels

I think the easiest way to explain these games is the way FIRST usually does it: Explain the story. In various media, frank talked about how they tried to form a goal of the game with some sort of story. So instead of saying "we crossed some defenses and shot boulders" explain it like "We were storming a castle and had to cross their borders and damage their castle". These games are designed around this, so use that to your advantage. Here's how I've been explaining STEAMWORKS:

Two alliances are preparing for a airship race, and must prepare their airship to be the fastest and longest lasting. They can power up more rotors to be faster through delivering gears, as well as shoot fuel to power their airship more. At the end, all the robots climb onto the airship to take off for the race.
__________________

F4 Network Website Designer

2010-2012: A Whole Buncha FLL Teams; Team Spirit, Gracious Professionalism Award winner
2015-Current: FRC 1982, Captain, Electrical Lead
Beginning FIRST Volunteer

Moderator on the FIRSTwiki
Reply With Quote
  #11   Spotlight this post!  
Unread 23-01-2017, 00:43
Ginger Power's Avatar
Ginger Power Ginger Power is offline
The GreenHorns Team Lead
AKA: Ryan Swanson
FRC #4607 (C.I.S.)
Team Role: Mentor
 
Join Date: Jan 2014
Rookie Year: 2012
Location: Becker, Minnesota
Posts: 893
Ginger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond reputeGinger Power has a reputation beyond repute
Re: Why I like the last 2 games--dual challenge levels

Quote:
Originally Posted by TDav540 View Post
That's a pretty long description for a "simple" game.
I timed myself reading the Steamworks description out loud and it was 15 seconds. It's a little wordy, but my point is that if done the right way, explaining FRC games is very easy.

I would also say shooting balls into goals and climbing are very obvious robot objectives that both Stronghold and Steamworks possess. Audience members should easily be able to figure out these scoring objectives because they are very common and easily identifiable.

Scoring Gears in Steamworks is definitely a more obscure scoring objective, but with a few questions/brief explanation, it should be visually obvious to an outsider what is going on.
__________________
Bison Robotics President
35 new FRC volunteers from Bison Robotics
The GreenHorns Project Lead:
Reveal Video
White Paper
Reply With Quote
  #12   Spotlight this post!  
Unread 23-01-2017, 01:15
GeeTwo's Avatar
GeeTwo GeeTwo is offline
Technical Director
AKA: Gus Michel II
FRC #3946 (Tiger Robotics)
Team Role: Mentor
 
Join Date: Jan 2014
Rookie Year: 2013
Location: Slidell, LA
Posts: 3,723
GeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond reputeGeeTwo has a reputation beyond repute
Re: Why I like the last 2 games--dual challenge levels

I definitely like the "dual challenge" nature of these two games. This year's gear/rotor scoring makes it clear that the key to this challenge is in the number of cycles you can run, not the ability to hang one or two gears on the peg. It also forces the majority of teams to make a decision to cut one capability in order to maximize another.

One thing that is definitely different (not as good) this year is that teams who choose gear placement with a passive gearage will not have an exciting demo robot this year. This past year, driving over the obstacles was great fun even if you didn't bring a boulder (though throwing them made an even better one, of course).

At least the rope climb will make a good finale, though teams who tangle the rope up will only be able to do it once or twice at a short demo.

Edit: Spectator access to understanding the game is a good thing, but I wouldn't say they're the "primary customer". It's all about inspiring the students, not entertaining their families. If spectators were the primary customers, FIRST'd be charging them admission.
__________________

If you can't find time to do it right, how are you going to find time to do it over?
If you don't pass it on, it never happened.
Robots are great, but inspiration is the reason we're here.
Friends don't let friends use master links.

Last edited by GeeTwo : 23-01-2017 at 01:18.
Reply With Quote
  #13   Spotlight this post!  
Unread 23-01-2017, 09:52
Jon Stratis's Avatar
Jon Stratis Jon Stratis is offline
Mentor, LRI, MN RPC
FRC #2177 (The Robettes)
Team Role: Mentor
 
Join Date: Feb 2007
Rookie Year: 2006
Location: Minnesota
Posts: 3,835
Jon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond reputeJon Stratis has a reputation beyond repute
Re: Why I like the last 2 games--dual challenge levels

My favorite games are the ones where rookies can contribute by scoring points. They could last year with the defenses without too much difficulty. They should be able to this year with the gears. Other years in the past, though, most rookies had no hope of being able to score points, all they could reasonably do was play defense. Of course, there are exceptional rookies every year that surprise us, but I see rookies every year that have little more than a driving robot.
__________________
2007 - Present: Mentor, 2177 The Robettes
LRI: North Star 2012-2016; Lake Superior 2013-2014; MN State Tournament 2013-2014, 2016; Galileo 2016; Iowa 2017
2015: North Star Regional Volunteer of the Year
2016: Lake Superior WFFA
Reply With Quote
  #14   Spotlight this post!  
Unread 23-01-2017, 10:30
Siri's Avatar
Siri Siri is offline
Dare greatly
AKA: 1640 coach 2010-2014
FRC #2641 (PCCR; Refs & RIs)
Team Role: Coach
 
Join Date: Jan 2008
Rookie Year: 2007
Location: PA
Posts: 1,640
Siri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond reputeSiri has a reputation beyond repute
Send a message via ICQ to Siri
Re: Why I like the last 2 games--dual challenge levels

I'm interested in what game mechanic is making gears so much of a better fit for folk on this score than other years' low goals (herein meaning a goal within robot height whose game pieces can be received at a higher altitude than they are scored).

I'd argue that that gear pegging could well end up significantly more difficult even than low goaling frisbees in 2013. I saw more than one box on wheels just consistently collect 4 frisbees in a static tray, run across the field, and ram into the low goal to send them tumbling. A consistent static loader may be around the same level of difficulty both years, but the goal alignment (including the obstructed vision) looks far more difficult at least viewing it from build season. And certainly running two slanted hooks into the bottom rung of the pyramid is far easier than rope climbing. Low goaling in 2014, for its part, was far easier than either 2013 or now. In fact, I'd argue that 2014, between the chair assists and the low goaling and the Aerial Assault defense--and the number of points they were all worth--was the most versatile, valuable, and strategically interesting for Dozer bots in recent years with 2016 also being similar. The actual 2017 low goal (for fuel) is among the more difficult low goals for good throughput that we've had recently. 2015's was less exciting (in oh so many ways), but you could indeed push bunches of single or double totes onto platforms and people did this.

I do agree that gears have a certain je ne sais quoi, but I don't think it's about challenge levels or strategic complexity. We've long had both of those if you knew where to look (and you don't look in Lunacy :P). My current conjecture is that we simply like the balance between the two tasks better in terms of match effects and design prioritization. This, for instance, is something 2013 arguably really struggled with in the point/complexity difference between 10, 20, and 30 point climbs. This year teams that might otherwise say "but we have to shoot high to be worth it" are saying "yay, passive gear mechanism" simply because of the point potential they're anticipating.
__________________
Reply With Quote
  #15   Spotlight this post!  
Unread 23-01-2017, 10:38
mrnoble's Avatar
mrnoble mrnoble is offline
teacher/coach
FRC #1339 (Angelbotics)
Team Role: Coach
 
Join Date: Dec 2008
Rookie Year: 2004
Location: denver, co
Posts: 984
mrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond reputemrnoble has a reputation beyond repute
Re: Why I like the last 2 games--dual challenge levels

Quote:
Originally Posted by Siri View Post
My current conjecture is that we simply like the balance between the two tasks better in terms of match effects and design prioritization. This, for instance, is something 2013 arguably really struggled with in the point/complexity difference between 10, 20, and 30 point climbs. This year teams that might otherwise say "but we have to shoot high to be worth it" are saying "yay, passive gear mechanism" simply because of the point potential they're anticipating.
I totally agree that the balance appears much better this year than in 2013. Teams sometimes chose a dedicated climber because they thought it might be a low scoring game, and that climbing and putting their discs into the top of the pyramid would win matches. They turned out to be woefully incorrect, and ended up losing as a result. This year, it seems that both main tasks have the potential to win or lose.

I've been trying to force myself not to say that I still think 2014 had the potential to be the best robotics game ever. Sorry, I can't help it folks, I still think that.
__________________
http://www.angelbotics.com

Remember why you're doing this.
Reply With Quote
Reply


Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


All times are GMT -5. The time now is 07:13.

The Chief Delphi Forums are sponsored by Innovation First International, Inc.


Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi