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Unread 30-01-2009, 09:57
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Re: Ball Capacity? How Much is Too Much? And Can You Use It For A Strategical Advanta

Quote:
Originally Posted by JesseK View Post

When you're pinned, it doesn't matter if you have 1 ball or 60 balls in your hopper, or trying to fire them or collect them; you're dead in the water until you're released.
Except maybe if while your being pinned, you start to fire into the trailer of the robot thats pinning you... That may be enough to get them off your back for a bit.
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Unread 30-01-2009, 10:02
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Re: Ball Capacity? How Much is Too Much? And Can You Use It For A Strategical Advanta

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Originally Posted by Brandon Holley View Post
Except maybe if while your being pinned, you start to fire into the trailer of the robot thats pinning you... That may be enough to get them off your back for a bit.
Agreed, if it's the right type of pin.
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Unread 30-01-2009, 16:11
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Re: Ball Capacity? How Much is Too Much? And Can You Use It For A Strategical Advanta

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Originally Posted by Brandon Holley View Post
Except maybe if while your being pinned, you start to fire into the trailer of the robot thats pinning you... That may be enough to get them off your back for a bit.
Exactly. It's looking like our tracking shooter will be a defensive weapon this year! Come too close and you get scored on.

Speaking of defense, it's looking to me more and more that defense will be very important in this game. Strategies will be deep and layered, and commanders will have to look several moves deep, like a chess player. I'm beginning to think that ultimately strategies will come to be centered on keeping the opposing alliance from running empty cells. Then you will get attack escorts for the empty cell runners, and so on. Winning alliances may have to field three empty cell runners (with attack capability perhaps) to ensure a decisive edge.
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Unread 30-01-2009, 20:52
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Re: Ball Capacity? How Much is Too Much? And Can You Use It For A Strategical Advanta

I'm glad this thread is making people think.

Here's my personal theory on Ball Capacity:

For many, if not most teams, gathering balls should be much easier than scoring on an opponent's trailer. (Assuming there are balls to be gathered) This means that it's going to require more effort and time to score than it will to gather balls. So, I believe that it's better to hoard as many balls as your design allows and then score as many as you can in one instant. IE, instead of scoring 5 balls 4 times why not try to score 10 balls twice? I'm not saying that my team is going to try to gather 20 balls and then score them at one time but if the opportunity arose we would jump on it.

Also, another scenario that pops into my head is this:

You pin an opponent down, and you have 17 balls in your robot. The opposing robots pulls away from you and you've only managed to score 8 of the balls in your robot. You now have 9 more balls you can score once you track another trailer down. This plays into the game very well because as the match goes on there will be fewer and fewer balls available due to scoring.

Here's my basic rule, Any ball in your robot can't be used against you but can be used against your opponent.
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Unread 30-01-2009, 21:33
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Re: Ball Capacity? How Much is Too Much? And Can You Use It For A Strategical Advanta

In our team's design review, we felt that the robot should at least be able to handle every moon rock given to the team at once. (7 starting plus 13 in the player station)
If your robot could only store 7 balls, say, then if a scoring opportunity doesn't arise, the robot can't do much. It has to try to reach an opponent or else it can't do anything. If a robot has larger capacity, it can spend time during a match collecting more balls to prepare for scoring opportunities. And there's also the point of needing to reload more with less capacity.
Our robot should be able to hold around 24 balls.
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