Over the past couple of years, I haved made some observations on the direction FIRST seems to be headed. FIRST has changed the overall direction of some of the rules and the game design in this time span. In some ways these changes have been positive but I’ve started to believe that there were some unintended consequences that were derived from these changes.
First of all, we’ve seen that overall the games have gotten more complicated over the past few years (last year with the stacking, this year with the hanging). By complicated and complex, I mean that it requires a complicated or complex robot to successfully compete in the game. This was done with the stated intention of giving more of a challenge to veteran teams but still allowing a “easy” component to the game for rookie teams. While I do find it a bit condescending to leave an “easier” component for the rookie teams, the bigger problem is the fact that it divides the competition into several levels of play. In some ways it’s saying that if you’re rookie or choose one objective that you aren’t eligibile to actually compete.
One of the other major issues that I’ve seern is tied into the idea of more complicated games. Over the past several years, FIRST has dramatically loosened the parts requirements. This had made it much easier for more complicated robots to be built. Because it’s easier to build complicated robots, FIRST has had to make the game more challenging to keep up. While I do appreciate some of the well designed systems that teams have come up with, I think that it helps to further divide teams between those who are able to compete and those who are not.
Because of this added complexity, some teams spend their off-seasons designing two-speed drive trains and other components. While I saluate teams that are able to successfully create a year-round program, it shouldn’t be a requirement to be competitive. FIRST knows that many sponsors are not interested in year-round programs and has attempted to address the issue; by making it easy to design systems that can be used on the robot outside of the build period (specifically, I look at various drive trains), FIRST is not helping reduce the reliance on year-round programs.
My proposed solution to these problems is fairly simple. For one, make the complexity of the game less. It’s not a problem to raise the bar but don’t make it too high for most teams to compete. However, simply making the complexity of the game less would not be enough as it would just allow teams to dominate. The real key is to also drastically restrict the allowable parts. I would highly suggest dropping the allowable spending amount to below $1000 (I think somewhere between $500 and $750 would be a good point). This has many benefits. For one, it does not stop anyone from building a complex robot; it merely makes it harder and would require more ingenious solutions. It would also require more tradeoffs to be made if one complex component were desired by a team. It also drops the required amount of fundraising a team has to do as it wouldn’t be possible to spend as much money on the robot.
As for reducing the complexity of the game, I would make several other suggestions to FIRST. For one, keep the methods of scoring to two ways that require specific mechanisms to accomplish it (i.e. moving your robot to a certain area of the field wouldn’t count as a method). For games that did this well, I’d look at 2002 and 2000. This makes it reasonable to either make a specialized robot or a generic robot. The key is to also keep the difficulty of the two methods not too divergent or one method will be ignored. The other key is to keep the methods of scoring somewhat similiar in point values (2004 and 2000 did this very well; 2003 did not).
I do not know if it’s desired by FIRST for everyone to compete on an equal footing (which, while truly impossible, we can at least attempt to approach it), but I would say it should be. The key to doing this is to make the games such that even a rookie can successfully do any of the tasks. The corollary to this is restricting the parts availability rules such that teams have to engineer from scratch every year to add everything they want to (this means that teams can’t carry over designs year-after-year as easily and instead have to tailor their design to each year’s game).
Matt