Scanning RI3D and posts here, and I’m curious about people’s thoughts about sets of capabilities that would be viable for Minimum Competitive Concept (MCC) robots this game.
In this post (Spectrum 3847 - Build Blog 2020), 3847 shared their current MCC list:
- low goal, human feed and simple floor intake through a bumper gap (over bumper is harder)
- hook flip out style climb that deploys and then you can winch up. Multiple robots in 2018 did this.
- no color wheel manipulation, it takes too many balls scored before this becomes valuable.
Is there an MCC high-shooting robot opportunity? If so, what capabilities are included vs. not? And are there implementation options that help keep it simple?
What is the simplest possible power cell indexing approach for this game? Are there options to avoid? As has been discussed in the past, indexing (intaking, queuing, sustaining an onboard count, and transitioning to shooter) a >1 noninfinite number of game pieces is a pretty tough challenge. We’ve been looking a lot at 2012, as have many teams I’m sure.
Here’s an idea for an MCC high-shooting “cleanup” + defense bot
- robot designed to opportunistically grab & score balls on the floor on the offensive side of the field
- kitbot chassis or similar
- fixed shooter capable of shooting from anywhere in a certain arc, including ability to make inner goal shots when in straight-on position
- store just 1 ball at a time (avoid indexing altogether & borrow more directly ideas from 2016)
- cycle: get loose ball - shoot ball - get ball - shoot ball…
- copy an RI3D climber & get it tuned up to high reliability
- skip the control panel
- constant opportunistic defense