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#1
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Re: Best FRC Games
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Out of All the Games that I have been involved in 2003-now I have to say my favorite was 2006 Aim High. We did not have the best robot, and even rebuilt the robot at our first event, but I had the most fun watching that game. All the poof balls everywhere, the wide open field, the matches that you could go from winning to tied in a matter of seconds, and the race to the ramp at the end. That is also the robot that we still use for most demonstrations, the kids love throwing the balls into the hopper and watching the balls fly back out onto the ground from the rollers. |
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#2
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Re: Best FRC Games
Breakaway was a lot of fun to watch at Championship or at events with multiple elite teams. But a vast majority of the time, it was painfully boring and had more 0-0 ties than just about any game I can remember (and I remember 2007). It was painfully boring in qualification matches and even during the eliminations at many regionals. While every game improves dramatically when the level of competition is increased, that curve was way too steep in Breakaway.
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#3
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Re: Best FRC Games
Looks like people really enjoy shooting balls.
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#4
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Re: Best FRC Games
Breakaway was fun to play at the highest level.
That said, if you could score 3 balls in autonomous and hang, you would almost guarantee a win in a rather high percentage of all matches. Without doing anything at all except hanging for the entire teleop period. That is because the average OPR was just above 1, meaning the average match score was around 3. The game was hard. 'Carrying' a ball was hard. Very hard. There was a lot of tweaking and a lot of minor improvement in even the best robots through the entire season, and there was a lot of slight variety in the ball control mechanisms. I can't make a good comparison about the past games, but most of the post-2000 games sound really fun to play. |
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#5
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Re: Best FRC Games
I'm surprised Lunacy is ranked so low
, it's one of my favorites, along with breakaway |
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#6
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Re: Best FRC Games
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In 2006 you could win by not playing the game. If you kept the score low all that matttered was the ramp points, and pinning on the ramp was legal. Playing using these factors allowed a robot purely playing defense to control the game over scorers. Most teams didn't play this way or pick up on it but this was a way to break the game. In 2007 the secret was to again not play the game. Don't go for long multiplier chains but instead break up the rack so the other team couldn't get the multipliers. Before they realize they're wasting time trying to get long chains they can't actually get the time ran out while you got 50 points for lifting 2 robots. That said the GDC has been exceptionally good at blocking game breaking strategies in the the game/robot rules since 2008. That year 190 tried a game breaking strategy that many of us had come up with and discounted as illegal because as soon as they broke the plane into the previous zone it was a penalty. Even in 2010 when the 469 robot became legal in week 2 due to a rule change it had originally been against the rules so most teams that came up with the design had already discounted it as illegal before the change giving 469 a jump on everyone else. |
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#7
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Re: Best FRC Games
Stack Attack is my clear favourite as worst game. The rest are more difficult to rank.
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#8
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Re: Best FRC Games
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If you could successfully force your opponent onto your ramp in 2006 (or they went there voluntarily), that strategy was legitimate. But if they avoided your ramp, they could easily get back to their own to counteract your ramp points. Not to mention if they outscore you in autonomous you're left with a relatively large hole to climb out of (equivalent to 2 robots on the ramp or 40% of 3 robots on the ramp). In 2007, nothing about preventing/breaking up opponents rows stopped them from also getting their ramp points. And if the ramp points were equal, it came down to who had more on the rack. If both alliances placed 6 tubes, and your alliance placed them perfectly across the rack (to minimize potential rows) while the other alliance build two rows of 3 above one another, they win the rack by a 28-16 margin. It was a rare situation when teams denied themselves the opportunity for ramp points willingly (111 being the obvious example of a team that usually kept scoring rather than going for the end game points). And most alliances were willing to battle intensely for the key positions on the rack, and often would set defenders to stop teams from cutting off their rows. |
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#9
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Re: Best FRC Games
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(Across qualifying matches in the FRCFMS twitter feed in 2010, the mean match score was 4.2, the median was 4) On a related note, I've always been surprised looking at historical data at how large the gap is between winning and losing alliances. I wonder if game "goodness" can be correlated to the size of that gap... |
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#10
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Re: Best FRC Games
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It's more just the distinction between "excellent design/strategy" and "game breaking." "Game breaking" implies just that-- that it breaks the game. If you play good defense, there's still something the other team can do-- play better offense. A "game breaker" totally controls the game. While some of these strategies could potentially work on a qualification or practice match, I sincerely doubt that they would be equally successful in eliminations or at the Championships, which, in terms of matches, are where they actually matter. In short, I agree that it isn't incredibly difficult to come up with a good strategy, or a good robot design if you approach the game from the right angle, but a truly game breaking design is incredibly difficult to pull off-- which is why they're called "game breakers." My 3.14159 cents. |
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#11
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Re: Best FRC Games
I love the 2006 game. I think we should do a replay of that game just one change. Use footballs.
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#12
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Re: Best FRC Games
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I will concede that there most certainly were a bunch of different ways that teams built their robots, though I found them to not make as much difference as in other years. Most other games tended to have a couple of different 'positions' to play, each requiring a distinctly styled robot. In 2009 'shooters' and 'dumpers' played the game very differently and couldn't be interchanged. In 2008 you had tiny but fast lap-bots weaving in between hurdlers like 16 and 1114 that would shoot trackballs across the field. Heck, in 2007 each team chose between any of three 'classes' with different height and weight limits. But in 2010, any rear or middle zone shooting robot could play ball-pusher in the front zone, and any good ball pusher still had a good ball-grabber and decent kicker, so they could move back as well (though obviously each robot and driver had a position they liked best). I guess my point would be that there wasn't much in the game that necessitated making distinct design 'direction' choices and strategizing around the trade-offs associated with them. |
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#13
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Re: Best FRC Games
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A more accurate model might ask folks which years they watched/played and then normalize the results based on the number of "eligible voters". |
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