Higher Res Field image here
Another year, another FRC game @Leap and I made for the fun of it. Check out the game manual and field CAD here: 2022 CD CAD Challenge Manual: Path to the Peak - Google Docs
Let us know what you think!
Another year, another FRC game @Leap and I made for the fun of it. Check out the game manual and field CAD here: 2022 CD CAD Challenge Manual: Path to the Peak - Google Docs
Let us know what you think!
Is there no height limit after the match has started?
Correct.
I really like the odd, new game piece and the placement challenge is really cool with the 2 different orientations.
Any particular reason to have the holding limit at 1? I know it changes the game/robot design quite a lot to handle more than 1 but I think it would be a cool challenge and relatively straightforward from a robot design perspective (depending on the capacity limit I guess).
Also, more broadly, did you have any specific goals with the overall design of this challenge? There have been many posted opinions on things that game design should encourage/discourage and I’m wondering what decisions you made based on that.
I just made a game I wanted to play.
In the early design phase we had one or two challenges involving mandatory removal of the Supply Pods behind the HP station by 30 seconds, and allowing the opponents to re-insert Supply Pods back into the Human Player Station for an endgame challenge. We ran into a lot of blockading/chokehold strategies involving this challenge, as well as the HP station cycles in general, if the limit were more than 1. In the current version of the game there is a much lower need for only one game piece at a time but we were still satisfied with how we saw this playing out.
We always try to make a game that we find fun, challenging to high-tier teams to complete, and accessible to lower-level teams to participate in. Predominantly we take ideas we toss around (mostly as jokes) then throw them into CAD to see if it has any ability to fit the three above.
End of the day we like games, we like making games we’d want to play, and we especially like making games that inspire other teams to challenge their understanding of how to approach FRC. We’d love to see what you or your team come up with!
My initial thoughts:
Near-Ground → Summit Climb seems very doable if you first lift from off the ground onto the containment unit. The geometry might be weird but it’s definitely doable by angling the robot given the lack of a height limit similar to how many mid->traverse climbs worked this year. (The “blue box” on G22 seems to indicate this isn’t intended, a possible edit could be: “While contacting a climbing BAR, a ROBOT must be fully supported by that BAR unless it is contacting a MOUNTING BAR.”)
Despite G22, climbing from the ground to the summit still grants the point for climbing, contributing to the alliance’s cumulative climb points for the purposes of the ranking point and still resulting in a point delta of +8 (16 for summit, -8 for tech foul) making it equivalent points-wise to a ridge climb.
I wonder how far a human player can kick a supply pod from the human player station. It’d be super funny to see human players booting the pods from the human player station all the way to their alliance camp.
G09 seems really poorly defined (what does “fall over” mean? can a robot tip itself 30 degrees? 45? 60?) It seems like this was made to counteract a specific strategy, (eg. robot tipping sideways and extending across the field), maybe there’s a better way to prevent that? Maybe, “A ROBOT may not score a SUPPLY POD while inside the opposing alliance’s CAMP.”
Overall the game seems great and very FIRST-like in its design. I love the varied structure of the challenges (score horizontally into the low-mid goal, score vertically into the low-mid goal, score straight into the high goal) Good job with it!
Thanks for catching these! I think there are two big rules we forgot to convert over from normal FRC - namely, the limits on grasping/grabbing/entangling with field elements (addressing point one), and G107 (using height as a perimeter extension, to address the last point). We’ll add these in the next day or so along with upping the “directly to SUMMIT” foul.
Curious to see if you have a geometry sketch on that first bullet though! Would love to see how that climb can be done.
I think I found a very easy way to climb to the peak that’s within the rules. it goes like this:
step 1: Extend elevator or similar such that your hooks or attatchment device clears the peak bar, and drive until the hooks are over the bar.
Step 2: Raise robot on short stilts that stay within the bumper zone,(there are many ways to do this). adjust overall extension height to such that the hooks are just above the bar but not touching.
Step 3:
Retract stilts with significantly greater than 1g acceleration and fall onto the peak bar.
With this method, you are never touching both the bar and the ground at the same time.
nice
G15: A ROBOT may only be in possession of 1 SUPPLY POD at a given time
Info: Possession implies direct or passive control for a greater than
momentary (3 seconds) amount of time.
Violation: TECHNICAL FOUL
I would suggest changing the penalty to “1 TECHNICAL FOULD per additional supply rod”. As of the current wording, a robot could get multiple SUPPLY RODS and deliver them to the tower for a net gain in points (2x for each low + 4x for each mid + 8x for each high — 8 tech foul deduction) x= the number that made it into said goal (ex: 4 in the low goal would balance the penalty, 2 in the mid, and 1 in the high would do the same. For each additional SUPPLY ROD in any goal the team would make points.
Maybe also add a time portion to the violation rule as to discourage attempts to hinder gameplay.
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