|
|
|
![]() |
|
|||||||
|
||||||||
![]() |
| Thread Tools |
Rating:
|
Display Modes |
|
#76
|
|||||
|
|||||
|
Re: Breakaway Discussion
What? Where are all the posts saying "this game isn't as good as 200x!"? (which, of course, always disappear as the season goes on)
It looks like the GDC has outdone themselves, again... and soccer in a world cup year, no less. (Yes, it's also a winter olympics year, but that shouldn't influence our build period too much, except maybe for a few hockey games and inconviently closed streets...) My only concern is that some of those zones are going to get pretty crowded. <broken record> Oh, how I long for a larger playing field! </broken record> Jason |
|
#77
|
|||
|
|||
|
Re: Breakaway Discussion
after some thinking more points
5. going through the tunnel I think this is the best choice for changing positions on the game field (which i don't think is something you should do often btw). It is safer because you don't run the risk of tipping over or losing the ball going through. Also the risk of being blocked is not a big problem. If someone blocks you from changing sections become a hindrance bot (not defense) because the more your opponent scores the better it is for you as long as your alliance can score more. I would say if you where to make a "runner" bot who depends on getting back and forth often by the tunnel, getting blocked could be detrimental. So i think all bots should have a way to move a ball over the bump be it by "kicking" or pushing 6. going over the bump This method of travel is the best for those "frequent fliers" because no one can stop you which would be detrimental to your strategy (see the above point). However for those who want a bot who might want to switch sections once or twice a match, it would be a bad way to go. The risk of tipping would be too great for such a minor part of you game strategy. the cost your team would pay would be a lot of time and effort designing a drive train that can go over the bump and a self-righting system for when you do tip, when might not even use them in a match. Also when you go over the bump with a ball you are guaranteed to lose it because when you push it over the ball will roll away before you robot is over the bump. |
|
#78
|
|||||
|
|||||
|
Re: Breakaway Discussion
Quote:
|
|
#79
|
||||
|
||||
|
Re: Breakaway Discussion
One of my college professors had an interesting rule - all grades are scaled so the highest scoring test gets 100%.
The side effect that he specifically pointed out was that if absolutely everyone skipped the test, everyone gets 100%. He never had that occur. Someone (usually everyone) always shows up. The same will be true here. Can you trust everyone else to put their shiny cool robot on the field and not use it? Last year, they used G14 to get more even matches, and people did score on themselves to prevent it (sometimes). The same must happen here. A good driver/coach team will know when to score on themselves without risking a loss. The new seeding rules are certainly controversial, but they will also certainly make for an interesting game. |
|
#80
|
||||
|
||||
|
Re: Breakaway Discussion
Quote:
These problems definitely pose a challenge in design: on whether a team would like to climb the bump, sacrifice height to go through the tunnel, or simply be a defensive or long range robot. Other than these obvious qualms, the game is . . . "interesting". I will not take a side yet on whether or not it will be as quick-paced as last year's. _I am also glad that FRC added rules G36 and G39!_ (Read the manual!) Last edited by V_Chip : 10-01-2010 at 09:58. |
|
#81
|
|||
|
|||
|
Re: Breakaway Discussion
I think it's going to put much greater emphasis on teamwork than any game before it because of the necessity of passing balls downfield over the bumps.
|
|
#82
|
|||
|
|||
|
Re: Breakaway Discussion
Out of curiosity, who's thinking that swerve drive is the way to go? I think being able to move in both axis will be useful this year because it'll allow you to keep your kicking device aligned. I am afraid of it's durability though...
|
|
#83
|
|||
|
|||
|
Re: Breakaway Discussion
I find myself disturbed by the suggestion by some in this thread that legal game strategies aimed at optimizing an alliance's score are somehow incompatible with the ideal of GP. Consider the strategy of a strong team scoring in the opposing alliance's goal to maximize their seeding points, or a weak team refusing to defend in order to maximize their share of the winning alliance's seeding points. Or to take a rather more extreme case, would there be any problem with two strong opposing alliances agreeing to engineer a high-scoring tie, under which each alliance would earn triple seeding points? This is clearly the strategy under which the two "opposing" alliances could jointly maximize their seeding points.
Fundamental to the entire purpose of incorporating a reward/penalty structure into the design of a game is the notion that such a structure should encourage behavior consistent with the goals of the game and deter behavior contrary to those goals. Why should we assume that strategies like those above are somehow inconsistent with the goals of the GDC, if in fact they are tactically sound? I like this game very much, over all, and think the GDC has done a spectacular job at posing a range of interesting problems to solve. But if the rules have the effect of encouraging strategies that are incompatible with the objectives of FIRST, that is a deep failure of the design of the rules, not of the character of the teams that aspire to play as successfully as those rules allow. Mike Dennis Team 1719 |
|
#84
|
||||
|
||||
|
Re: Breakaway Discussion
I'll start out by saying this game looks like it has great potential! I (along with the rest of team 1902) give it a resounding Oink Oink BOOM of approval!
As a programmer, one of the things that has been on my mind the most is the target. It has not been easy in the past, locking the camera on glowing green targets or the fluorescent pink/green fabrics. The plus side I see this year compared to last year specifically is that the target will not be moving. I am also glad to see the gyro integrated camera library this time. I personally am still working on setting up my test platform for the targets. Does anyone else have any other thoughts / test data for how well we should expect to lock on to the goals this year? |
|
#85
|
||||
|
||||
|
Re: Breakaway Discussion
PLEASE REMEMBER TO READ THE RULES!
It should be noted that there is a major difference between the SEEDING POINTS and the COOPERTITION POINTS. The seeding points are simply your robots penalized scores. The coopertition points are your penalized scores plus 2x the opponents score. You gain no SEEDING benefit from it having be a close match, you do, however gain a significant Coopertition bonus. |
|
#86
|
|||||
|
|||||
|
Re: Breakaway Discussion
Quote:
|
|
#87
|
|||
|
|||
|
Re: Breakaway Discussion
Quote:
Thanks! |
|
#88
|
|||
|
|||
|
Re: Breakaway Discussion
Quote:
Sure, both teams could be content with 30 points and be happy that this match was very beneficial for their rankings, but it is now incredibly advantageous for both teams to try to score at least one point more than their opponents. Let me present two scenarios: 1.) both alliances stick to the agreed upon terms. Each alliance ends the match with 30 points and each team receives 30 seeding points. Everybody is happy, right... wrong! because one of their team members points out later that if they had done.... 2.) Red alliance trusts the blue alliance and didn't crunch the numbers, so they stop scoring at 30 points and wait for the match to end. One of the blue alliance coaches crunched some numbers during the match, and, at the last second has his driver score one last ball, resulting in a match score of Red 30, Blue 31. The Red alliance did well for themselves and they receive 31 seeding points- the match score of the Blue alliance. The Blue alliance, however, receives a whopping 91 seeding points - their match score, plus a coopertition bonus equal to twice the match score of the loosing alliance. See? I think we all know how that would go - and it's a good thing! It will encourage fierce competition, especially between top-tier teams. Interestingly, I think this new ranking structure will result in a general surpression (but not elimination) of defensive activity during the qualifying matches (you want to make sure you win, but only just barely), and then a massive upwelling of defensive games during the elimination matches. |
|
#89
|
|||
|
|||
|
Re: Breakaway Discussion
"Let us suppose we have two dream teams on the field, they maximize scoring during autonomous and teleoperated modes, and both enter the last 20 or 30 seconds of game time with 30 points on the board and no penalties to confuse the matter.
Sure, both teams could be content with 30 points and be happy that this match was very beneficial for their rankings, but it is now incredibly advantageous for both teams to try to score at least one point more than their opponents. Let me present two scenarios: 1.) both alliances stick to the agreed upon terms. Each alliance ends the match with 30 points and each team receives 30 seeding points. Everybody is happy, right... wrong! because one of their team members points out later that if they had done.... 2.) Red alliance trusts the blue alliance and didn't crunch the numbers, so they stop scoring at 30 points and wait for the match to end. One of the blue alliance coaches crunched some numbers during the match, and, at the last second has his driver score one last ball, resulting in a match score of Red 30, Blue 31. The Red alliance did well for themselves and they receive 31 seeding points- the match score of the Blue alliance. The Blue alliance, however, receives a whopping 91 seeding points - their match score, plus a coopertition bonus equal to twice the match score of the loosing alliance."[ I think you have misunderstood the scoring. Per rule 9.3.5: "In the case of a tie, all participating teams will receive a coopertition bonus of a number of seeding points equal to twice their ALLIANCE score (with any assessed penalties)." So the teams that have engineered a tied score at 30 stand to earn a total of 90 seeding points apiece from that tie. The only incentive for one team to cheat on their agreement, aside from a single extra point, is to deprive the opponents of their 60-pt bonus. That could be a ridiculously expensive decision, as their demonstrated untrustworthiness would make it very hard for them to participate in future lucrative collusions. Mike Dennis Team 1719 |
|
#90
|
||||
|
||||
|
Re: Breakaway Discussion
Does anyone see any struggle this year for teams to be able to drive onto the platform at the finale time?
|
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Breakaway Logo | WilliPri | General Forum | 2 | 09-01-2010 13:00 |
| Breakaway Manual Test | markulrich | Rules/Strategy | 0 | 09-01-2010 12:22 |
| New (breakaway) team, very nervous... | synth3tk | General Forum | 9 | 22-02-2008 23:42 |
| Extra Discussion for Picture Discussion | Ianworld | Robot Showcase | 1 | 31-01-2005 01:28 |
| Repeated discussion | archiver | 2000 | 0 | 23-06-2002 23:56 |