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Unread 25-04-2008, 11:03
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Thoughts on Overdrive

Now that the last official game of Overdrive has been played I want to hear what people think about the game.
I think that overdrive was very exciting. Every time a team hurdled the crowd would go crazy. The fast pace of the game made it exciting to watch without ever having a dull moment. The high amount of points that could be scored in hybrid modes gave teams that may not look so good in tele-op a chance to compete. Although Overdrive seemed to be dominated by hurdlers, speed bots had to play a crucial roll in a winning alliance because there were only two track balls. We saw many methods of pick-up, herding and hurdling.(as my teams scout) I found it very fun to analyze the different techniques teams used to accomplish the various tasks in the game. The race style of game called for the teams to design many interesting drive trains. Even though the game was, again, primarily skid steered bots. Pick-up seemed to be the aspect of the game that could make or break a hurdling robot, many teams underestimated the importance of pick-up and for most it was what separated them from the elite. The drivers came into play a lot in Overdrive, many teams had a lot of success due to the skill of their drivers.
Overall I think Overdrive was a great game that made teams work hard and come out with amazing machines. The game itself started slow but in the later weeks to the finals the game became very exciting and the quality of game play rose. The people at FIRST(as always) did an awesome job coming up with a game.

What are your Thoughts?
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Unread 25-04-2008, 11:13
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Re: Thoughts on Overdrive

Overdrive was very bland when played in qualifications but it came to life during the elims. Then it was so electric it could light up Atlanta for weeks!
Too dominated by penalties though.
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Unread 25-04-2008, 11:17
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Re: Thoughts on Overdrive

The fact that there was really only one objective in the game was a large turnoff to me. However, this simple game really did help non-FIRST spectators understand and enjoy the event.

Overdrive wasn't as good as 07, 06, or 04.
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Unread 25-04-2008, 11:26
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Re: Thoughts on Overdrive

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Originally Posted by AndyB View Post
The fact that there was really only one objective in the game was a large turnoff to me. However, this simple game really did help non-FIRST spectators understand and enjoy the event.

Overdrive wasn't as good as 07, 06, or 04.
Only one objective? I can count four completely different ways to score in Overdrive, as compared to '07 (one and a half), '06 (two and a half) or '05 (three and a half) [I consider climbing a ramp or simply driving your robot to a certain location at the end of the game as halves]. The variation in robot design is far greater than last year's game, and I would argue the drive trains/manipulators used in OD are the most elegant across the board, as compared to past years' designs.

The pits seemed to be a much friendlier place - a horde of workers fixing a broken robot was not nearly as commonplace as it has been in the past. People could walk around, check out different designs, and ask questions without fear of getting in the way or impeding progress. I think this was due largely to the monodirectional and mostly offensive-minded flow of the game. While defense did play a large part in the game (moreso than most people realize), the damage inflicted was not nearly as destructive as in the past.

One thing I think could be improved was the Hybrid mode. While the concept was cool (controlling the robot with a TV remote), the physical size of the game and arena made it so the majority of spectators missed out on that feature. Also, depending on the robot's orientation, sometimes the lap counters interfered with the IR receiver. I understand that's all part of the game challenge and there are ways around it, but when trying to make the non-teleoperated period rookie-friendly, there's no need to throw in extra difficulties.
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Unread 25-04-2008, 11:41
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Re: Thoughts on Overdrive

I liked overdrive,

It separated the field from a bot that was just there and didn't fulfill it's job compared to one which was really great. The "unsatisfactory" robots did not win. And if you look at teams that had success, 27, 1114, 217, and countless others, they had good robots.

Defense was less of a factor and it really depended on how good was your robot.
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Unread 25-04-2008, 11:49
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Re: Thoughts on Overdrive

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Originally Posted by ttldomination View Post
I liked overdrive,

It separated the field from a bot that was just there and didn't fulfill it's job compared to one which was really great. The "unsatisfactory" robots did not win. And if you look at teams that had success, 27, 1114, 217, and countless others, they had good robots.

Defense was less of a factor and it really depended on how good was your robot.
I saw plenty of matches where robots were carried to the top of the ranking this year.
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Unread 25-04-2008, 11:56
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Re: Thoughts on Overdrive

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Originally Posted by Koko Ed View Post
I saw plenty of matches where robots were carried to the top of the ranking this year.
Just like every season, there are invariably some teams that work into an alliance captain slot with a decent (if unspectacular) robot that had a lot of luck in qualifying. Almost invariably, those teams are weeded out by the time all is said and done.

Sincerely,

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Unread 25-04-2008, 11:51
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Re: Thoughts on Overdrive

Quote:
Originally Posted by ttldomination View Post
I liked overdrive,

It separated the field from a bot that was just there and didn't fulfill it's job compared to one which was really great. The "unsatisfactory" robots did not win. And if you look at teams that had success, 27, 1114, 217, and countless others, they had good robots.

Defense was less of a factor and it really depended on how good was your robot.
Defense was definately a factor this year... not so much a straight pushing match like last year but there were many teams that incoprorated completely defensive strategies.... Keeping the trackballs away from the good hurdling robots and blocking them from making their way around the track was a huge componet of this years game... And yes pushing was also very evident this year to from my observations..

I never once saw a robot politely bump another and then wait for 6 seconds in order to pass LOL ..

I thought this years game was very fun for hurdling teams because every match was a battle not only to hurdle but also to aquire and to maneuver around the track. 6 robots + 4 track balls = very full track...
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Unread 25-04-2008, 11:56
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Re: Thoughts on Overdrive

The worst thing that happened with our team is that we didn't know that the trackball would have no "give." Because of that, we threw away several good ideas.
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Unread 25-04-2008, 11:59
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Re: Thoughts on Overdrive

to me, overdrive wasnt all that bad. better than 07 and 05

but the best years in a top three form

1=2006
2=2003
3=2004

these years had mutiple ways of scoring and a VERY exciting form of gameplay, always with some kind of struggle involved that made teams scream even more for their robot

what the games need is some form of struggle in them or something that robots have to fight over

in 06= you had to stop the opposing alliance from gaining balls or scoring

in 03= that ramp was soooooo hard to fight over, people would go crazy as the time ticked by and their robot was pushing to get on

in 04= robots who could hang on the bar always fought of who would get on. it was always a struggle to seee who would get up on it. so exciting to see that

again, this is just my opinion haha. =D
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Unread 25-04-2008, 12:25
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Re: Thoughts on Overdrive

In Overdrive the better alliance almost always won. Obviously the better alliance will win most of the time in any game, but we defintitely didn't see as many upsets in overdrive as we usually do.
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Unread 25-04-2008, 19:03
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Unhappy Re: Thoughts on Overdrive

overdrive was boring but kind exciting. The whole game was just left turns and hurdling or herding the ball. The most exciting part was the ball hurdling, boy the crowd went crazy.
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Unread 25-04-2008, 21:45
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Re: Thoughts on Overdrive

Compared to the other years' games Overdrive is BEST I MEAN BEST I like the fast robots going round the track like Racecars, but it's no fun if u lose by penlaties
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Unread 25-04-2008, 23:28
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Re: Thoughts on Overdrive

At the beginning of the season, I thought the game had promise and I was excited; then a few weeks in I realized how boring the matches were going to be, as you were going to have a limited number of nearly identical robot designs. I did like the downplayed role of bash-em-to-bits defense, and the advent of "smarter" defense.

Here's just a whole bunch of random ideas for improving the game. Some are more feasible (and better) than others, but I'm just throwing them all on the wall to see what sticks. Or if you prefer Dean's lingo, it's time to kiss some frogs.
  • A "golden trackball" type of thing which could have been scoreable (only as a hurdle) by either alliance.
  • More diversity of playing field objects, a la FIRST Frenzy. Add in some mobile goals, or 20" balls. With three robots per alliance, the possibilities of "specialized" robots would be even cooler than it was back in 2004.
  • What if the entire overpass was a teeter-totter (with about 10 degrees of motion), and if you had more trackballs over your homestretch at the end of the match (thus causing it to tip towards you), you can get a multiplier bonus.
  • A launching ramp for Dukes of Hazzard style driving. Or even just speed bumps.
  • A Red/Blue target light at each trackball position, which would light up as the color of trackball there at the start of the match for CMUcam autonomous navigation.
  • Modification of G22 to only count FULLY crossing the lane markers in the clockwise direction as a penalty.
  • Elimination round matches are to be played in the opposite direction (CW) than qualification matches (CCW).
  • A variable-length autonomous mode. At the very minimum, it starts as ten seconds. But for every five/ten seconds extra you leave your robot in autonomous, the point value of all maneuvers completed autonomously double. (Of course, this will only work if the real-time lane marker sensors had been working...)
  • A REAL HUMAN PLAYER POSITION.
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Unread 25-04-2008, 23:54
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Re: Thoughts on Overdrive

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Originally Posted by artdutra04 View Post
[*]A launching ramp (...)Or even just speed bumps.
Either of these would be a really interesting game element. Or even both: a 6-inch high ramp on the left hand lane and a 3-inch speed bump on the right. Woo hoo!
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