Kickoff Weekend
MoSCoW Sort and Initial Game Thoughts
After some initial game analysis and brainstorming, this is where we ended up.
Our overall sense of the game’s cycling flow is that it’s important to be able to run cycles at both the speaker and the amp, allowing us to both amplify the speaker and take advantage of our own amplification for the highest point efficiency. Ground intake is a high priority for multi-piece autos, and source intaking is a nice-to-have, but unnecessary if it integrates poorly into our architecture. We will shoot into the speaker only from against the subwoofer.
The Trap
Our thoughts right now are that it’s highly valuable for the ensemble ranking point in quals, but doesn’t give a ton of point return for its difficulty. We think it’s a potential way to dominate qualification rankings, but aren’t willing to do anything outlandishly complicated to make it work. We will develop ideas both for robots that can’t score in the trap and for robots that can.
Obligatory:
Initial Robot Concepts
We don’t have a clear direction yet and believe Crescendo tends towards exploring different architectures before committing to anything. Here are some of our ideas:
Slapdown intake that feeds into a kitbot-style shooter. Intake is either a pass-through into the shooter or can pivot up to score into the amp.
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Inspired by team 33 (2013), the slapdown mechanism is both the intake and shooter. The blue horizontal rollers actuate to free the shot path when shooting (as pictured) and actuate to act as rollers for the intake.
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Slapdown intake that passes off to a kitbot-style shooter. Intake can pivot up to score into the amp. This is fairly similar to the architecture Cranberry Alarm RI3D has been developing.