What do you think the ideal alliance structure is?
imho, it would be a rapid fire shooter, a perimeter shooter (aka, a shooter that can fire consistantly with enough range that they don’t have to be right in front of the ramp. Preferably with a turret of some sort and the ability to be off to one side), and a bot with excellent storage (20+ easily), the ability to score corner goals quickly, and can pick up off the ground easily (note that this doesnt mean they can’t also shoot the center goal). Additionally all 3 robots can get on the ramp.
During autonomous, the herder would run to the corner goal and dump 10 balls in the corner. The perimeter shooter would sit in position 2 and fire the 10 shots it has into the center goal. The rapid fire shooter would move from the back position and fire at the center goal (preferably with camera aim). By having the rapid fire shooter take this path, it would also serve to intercept any bots tryin to hit the perimeter shooter and possibly an opposing robot going for their center goal.
If you won auto, if either shooter (preferably rapid fire) can load from the floor it would be backbot (in order to be in position to fire immediately). Otherwise the herder would start as backbot while the rapid fire shooter got loaded, then they would switch. The defense would stop opposing shooters primarily, and corner shots only as necessary (need to have ammo to replenish shooters later). If the opposing shooters depleted their ammo early in the period, the shooters would assume offensive positions during the defensive period in order to begin to score ASAP.
During the offensive period, the rapid fire shooter would fire as soon as it was in position, attempting to hit as many shots as possible before being dislocated from its shooting spot. After it depletes its ammo, it moved to reload, and intereferes with any defense being played on the other bots on the way out. The perimeter shooter would fire when the rapid fire isn’t shooting (don’t want balls colliding in the center goal do we? ). The herder would run interferance for the perimeter shooter and gather balls. If the defense on the rapid fire shooter was too intense, it would go for the corner goal in an attempt to pull defense away (or score a whole bunch of points really fast, either way ). If the defense is really light for whatever reason, and the herder also had a shooter, it would fire some shots at the center goal (this is unless, the opponent is getting in position to begin to fire, then it would get in defensive position, but preferably dumping the balls in corner first. If the rapid fire shooter needed to re-load at the HP station, it could instead also play defense on the opponent’s shooter if needed).
If you lose autonomous; bots will quickly get what ammo they can. Taking up scoring positions, then they play the offensive period like they would in the other situation. The exception being the herder could try to “lock” any hp loading bots into the hp loading area.
The defensive period they would play very much like the other period, but they would have to be more careful becaue the opponents will likely have more ammo. If the herder “locked” a bot into the loading area, it will play backbot while holding it back there, but would switch with the ground loading shooter once the defended bot crosses mid-court.
During the final period, the shooters will resume shooting with new ammo, and continue until it is depleted once. The herder will play defense (if it still has balls, it should hopefully find an oppurtunity to dump them sometime during the period). After ammo is depleted, the bots return to play defense then get on the ramp.