FRC 2789 tried to consolidate our game breakdown into a single page…and we did. We narrowed the margins and used 9 point font, but it fits. Please comment, critique, or throw it in the trash as you see fit.
Scoring notes
Maximum Autonomous:
25 pts/team
75 pts/alliance
Maximum Teleop per Cycle:
60 points (10 TRUSS, 10 CATCH, 10 HIGH GOAL, +30 ASSIST BONUS)
Penalty for low goal:
9 points, constant
Pertinent points about the game:
Top goal and Truss are roughly the same height
Low goal easily defended
Game is all about possession
Possession is well defined.
No “safe” zones. Robots are subject to contact across the field.
No max score by rules
Cycles don’t start until all Autonomous Balls are scored
No provision for a ball stuck in a robot that is dead – may never start cycles
No requirement that all robots on an alliance possess a ball at start of match
Strategic estimates:
Minimum estimated cycle time is 14 seconds, so max 10 cycles in game → Theoretical Max 675 points per match
Realistic cycle time is 30 seconds, so max 5 cycles per game → Idealized 375 points per match
Three well coordinated robots is unlikely, so drop catch chance to 1 in 5 → 335 points per match
Nominal 2 coordinated robots, so drop match score to maximum expected 225 points per match. ← This is the Champs score expectation
Average 1 in three can score all 25 auton points, 1 in three score 16, 1 in three score 5. In teleop one half of performance expected → Realistic Maximum of 121. ← This is the Regional Elims score expectation
Defense is VERY signficiant as there are no safe zones
Possession is key. Herding gets you the assist, but opponents will likely disrupt your movement down the field.
Pay attention to human player rules re: balls that leave the playing field
HOT goal will be hit-or-miss for most teams
Three fundamental roles: Shooter, Midfielder, Inbounder
Shooter is maneuverable but not necessarily fast, scores in top goal reliably, can catch
Midfielder is maneuverable and fast, can score in top goal, can toss the ball
Inbounder defends the opponent’s scorer and pushes their ball up the field
Robot Design Notes:
Extension is 20” all the way around the robot, so no cylinder rule
Solenoid Cv restriction is lifted
5’ Height restriction limits arm viability
In the end, it’s an energy problem to shoot the ball – they gave us those constant force springs for a reason
Mecanum drivetrain is potentially trouble since there are no safe zones
All robots need a fast on-the-fly pickup and good possession mechanism
Midfielder needs to send the ball over the truss, but not necessarily accurately
Scorer needs to hit the top goal. Period.
Bumper rule is extra strict this year…build them well
No reason a team can’t score 5 points in Autonomous with a modicum of effort.
I would really love to see a 600 point game. Sounds like cheetahs playing catch XD. I think we hit mostly all the stuff you guys did with your discussion.
I’m feeling better we didn’t miss anything big ourselves as well. Good luck!
This will become a high scoring game but defense will be play a huge role however they will have to be very careful based on the penalties for committing fouls.
Sounds about what we got, I would add however the midfielder could be able to catch and the in bounding robot shoot over truss and the midfielder assist then either play defense on opponents in bounding robot and play anti defense for their shooter? It could go either way, but we were planning on being a midfielder and catching it assisting, than playing defense.
He’s talking about the “Goalie Zones”, or the area marked by black tape under each set of high goals and bounded by the corners of the one-point goals.
I would mention your “inbounder” should have a blocking extension for blocking shots in the goalie zone.
The three roles as I assumed them were:
The “Goalie”- responsible for the first assist, passing, blocking shots. A good goalie will also be able to truss score.
The “Midfielder”- responsible for the second assist, truss scoring, passing and having a floor pickup. A good midfielder will also be able to catch.
The “Forward”- responsible for the third assist, scoring in both goals, having a floor pickup, and catching. A good forward will have a powerful and maneuverable drivetrain.
We’ll see how the game strategy evolves, however. Some team might come up with some crazy 2010 469 strategy that utterly dominates.
By “theoretical” we mean a scenario where three specialized robots are aligned to complete a cycle as quickly as possible without opposition. Our definition of cycle is the same as the Game Manual definition.
The basic timing looks something like this:
3 seconds: Human player(s) retrieve the ball from the pedestal and enter it into play.
1 second: first robot establishes posession
2 seconds: ball is in motion between first and second robots
1 second: second robot establishes possession
3 seconds: ball in flight over the truss
1 second: third robot catches the ball and establishes possession
3 seconds: third robot launches the ball into the top goal and cycle completes
We call that “theoretical” because it involves no opposition. Also, note that the points aren’t theoretical, the scenario is. Someone mentioned cheetahs in reference to this. It’s not just cheetahs, it’s cheetahs playing speed billiards with a yoga ball.
The “idealized” scenario is one where we account for real world slip ups, like missing shots and the ball behaving in unexpected ways. It’s still not something we expect to happen in real life, but it gets us closer to a realistic estimate.
After that we enter reality and make our estimates based on the above numbers.
If Robot 1 is able to shoot the ball from zone 1 over the truss and robot 2 is able to catch the ball while completely in zone 2. Robot 2 could then pass to robot 3 in zone 3 and robot 3 could score in the high goal. This could potential save a few seconds in this theoretical scenario.
In the new update, they say they are working out what to do in case a ball gets stuck in multiple ways. No official rule yet as they need to process it.
I would say the cycle time of 30 seconds is a bit harsh, though it may be accurate. I think the number one alliance can get their cycles done in 15-20 seconds.
I think you forgot to mention possession :rolleyes:
I agree though. If you plan on just pushing the ball, or don’t put in enough effort to make a decent floor pickup, you won’t be getting picked. I don’t care if you have an accurate shooter with reliable hot goal tracking and a decent catcher, if you can’t reliably pick up from the ground you aren’t going to be worth much to an alliance.