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#16
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Re: Lesson Learned: The Negative
Because its still minus points. Also After a hurdle and/or your robot crossing your finish line, in order for you to score again the ball and/or your robot have to cross your opponents finish line to be able to score again.
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#17
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Re: Lesson Learned: The Negative
People are already complaining that the referees had some trouble with complex rules, and now you want to leave them more-or-less completely responsible to make sure robots are going in the right direction? <G22> meant that you didn't have to police robots going the wrong way visually -- fairly stiff penalties would do it for them. If teams didn't police themselves then their alliance partners certainly would have -- with a baseball bat.
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#18
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Re: Lesson Learned: The Negative
Quote:
Plus as Tyler said: if there was the possibility where doing a G22 would actually net points, refs would have to keep track of FAR more G22s. And you'd have people like me complaining that teams are breaking the rules on purpose. It is possible that you'd have refs giving out yellow cards for teams that repeatedly and intentionally broke G22 on purpose to score points (see Galileo QF 1-2 and the result of purposely breaking the ball-possession rules). As an addendum: Penalties SHOULD decide matches. That's what they are there for. If one team scores more points but does it by breaking the rules, then they didn't win a match of FIRST Overdrive, they won a match of something similar to FIRST Overdrive, but not actually FIRST Overdrive. Last edited by Bongle : 20-04-2008 at 12:25. |
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#19
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Re: Lesson Learned: The Negative
:cries:
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#20
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Re: Lesson Learned: The Negative
Lessons Learned:
Even when booked a month ahead of time, the last available flight out of Atlanta to Dulles airport for a group of 30 is STILL not late enough to stay through the awards ceremony & Einstein. Offseason mechanical/build projects need to extend into all auxilliary support tasks more than they do into another robot. |
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#21
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Re: Lesson Learned: The Negative
I'd like to see seminars, lectures and idea-sharing opportunities/ icebreakers at competitions which would educate students as well as create more social opportunity integrating team members into other teams and create a greater feeling of unity within the national and international FIRST community. I love the idea of the free hugs campaign and such activities that create a warm feel of community, but would also like more organized intermixing for those who are shy and chances for students to learn more techniques to engineer their robots.
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#22
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Re: Lesson Learned: The Negative
Quote:
In your situation, it would have been very difficult to judge. |
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#23
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Re: Lesson Learned: The Negative
I really see two things this year that stuck out in my mind. They are rather small issues. The FIRST is I agree more seminars would be good. It doesn't necessarily need to be at the Championships either. Many people don't go to the Championships so at the regional level would be really good. The second thing is I would like to see a slightly more diverse game. A larger variety of ways to score would be really cool. Over the last few years I've felt the games have been one dimensional or two dimensional. Last year we could only score with ramps or tubes. This year you really could only hurdle/place the balls or run laps. I also do understand that increasing the ways to score makes the game harder to ref and harder for an outsider to understand at first glance so this might be a pipe dream
. On a plus note though, I really liked how hybrid/automode played such a large part in matches. It really gave teams that little extra incentive to perfect that this year. |
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#24
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Re: Lesson Learned: The Negative
Quote:
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#25
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Re: Lesson Learned: The Negative
The other thing I noticed with that too is that you begin to see a lot of "prototypical" designs. I think back to when I was in high school and I would walk through the competition and all the robots were different. This year I walked through and it amazed me how many robots were remarkably the same. I guess the best example I have is team 121's robot. I saw a lot of robots that were quite similar to theres. Don't misunderstand me there robot was an awesome machine that is fully worthwhile to be similar to
but I feel that some of the ingenuity within the FIRST community has been let out a bit. Don't get me wrong I'm not trying to take away from teams that have very unique characteristics (217, 1114...etc.) but I see a lot of the machines variety disappearing. Just some food for thought .NOTE: This isn't designed to take away from anyone's achievements. I'm a firm believer in you get what you earn. If you won, you earned that win. You worked hard to be the best. Last edited by Pat Roche : 20-04-2008 at 13:42. |
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#26
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Re: Lesson Learned: The Negative
EDIT:
Forget I posted. I was wrong. >.< Last edited by Katie_UPS : 20-04-2008 at 14:11. |
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#27
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Re: Lesson Learned: The Negative
Katie, I completely agree that defensive is super important. My point was that teams did not build defensive robots. Your team, like many many others, went through build season planning to score and built an arm, correct?. For whatever reason, these teams abandonded their scoring and then played defense. I don't think there are many teams that built robots specifically to play defene. If so, please correct me. Under this assumption, the only valuable robot design would be one that can hurdle. Compared to last year, where teams that built ramps or ring scorers were both valuable.
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#28
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Re: Lesson Learned: The Negative
Misunderstanding on my part; sorry.
You are right, no one intentionally built Defense-Bots, they built lap bots (or in our case; over-frictional arms that burn out motors/gear boxes (why we converted) and end up being lab/defense bots). So design-yes. I was in the strategy-section of thinking. |
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#29
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Re: Lesson Learned: The Negative
Quote:
For grippers: Roller claws (see 121, 67, 148) Suction cups (1086, 1987) gripper that picked up from the inside (25, 1714) gippers that picked up the inside/outside of tube (111, 1732, 1114) grippers that picked up the outside of the tube (1038) For arms: Elevators (25, 1425) 4 bar-linkage (2056, 1114) For ramps: Lifters (1501) Ramps (71, 47) Combination of lifter/ramp (1816, 1114, 27) This was just a quick list, I'm positive others can go into much greater detail and list many different types of grippers, arms, and ramps. |
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#30
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Re: Lesson Learned: The Negative
Quote:
) so talking about how one dimensional this game was, isn't right. The game that had the least ways to score was last year, not this year, and every other game before that, only had three ways to score anyways (whether it was worth a lot or not).I myself loved how different the robots were this year, although there were many that looked very similar (121's design mainly) there was always something different about them (our drive system was completely different than 121's ) but really besides the fact that 121 showed a really simple design mid build season, and everyone saw how it worked and went "wow.. thats way better than how I would of done that" or "wow, our design is pretty close to that, but the way they did this and this, is much simplier" is the only reason there are so many roller claws, other than that, there are a billion different designs this year!Edit: 2002 also only had three ways to score! Last edited by T3_1565 : 20-04-2008 at 14:28. |
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