Which is a higher priority? Switch or Scale first?
That is a strategic decision your team will need to make. There are pros and cons to each. Is there a specific aspect you need help with? Have you tried to do a pro/con list or a point breakdown analysis?
I would think scale is (if you refer to during tele-op). It depends honestly on your team’s strategy and goals.
Just a quick survey to analyze how the First community prioritizes each aspect in this years game. Just comment which strategy is your primary, either the switch or the scale! Thanks!
Please join this thread instead of starting a new one.
https://www.chiefdelphi.com/forums/showthread.php?threadid=160975
I’d say that if you’re a less-experienced team, start with the switch. It’s easier and very valuable in AUTO. If you can get that going, then move on to the scale.
Teams that want to go far will have to be able to work with both the scale and the switches but you can be a valuable contributor with just switches and power-ups.
It’s ya boi evanperryg, back from the dead to post about FRC for a week then disappear again 'till next year:
A switch-only bot with double ramps is an asset on literally any alliance, except one that has two more of the same class of robots. Given the innate challenges and inconsistencies of the scoring on the scale (primarily, the weird projectile which is box-shaped, shorter in one dimension than the other two, and one side isn’t supported by any internal structure except around the outside edge, in addition to a goal that starts taller than the robot and can go much higher) compared to the relatively easy task of scoring on the switch, I believe the scale will a) only be done effectively by the top 3-8% of teams, and b) will only be a true game breaker once you’re at a level of play where triple climb/levitation/whatever is basically a given.
I see it going down like this: At low to mid-level regionals, switch specialists with double ramps will dominate the field because of the reliable points and consistent bonus RP. Scale scorers will exist, but many teams will try and ultimately fail at this deceptively challenging task. Many of those who can do it, but can’t do it in auto, will find that any competent alliance will utilize the numerous choke points on the field to make it extremely difficult to get into the null territory during teleop. At mid-to-high level regionals, teams with scale autos will dominate because you’re getting a ton of free points against any alliance that doesn’t doesn’t have a proper response. By the time Einstein/IRI rolls around, almost every game will be decided by which alliance gets the scale in their favor during auto, as the alliances will split switches almost every match.
tl;dr: the best teams in the world will be able to do an auto scale box at mind-boggling speed, and whoever is against them will either have to balance the scale in teleop, or choke them out of the switches and pray to kamen that someone on the opposing alliance screws up d̶r̶i̶v̶i̶n̶g̶ ̶u̶p̶ ̶a̶ ̶r̶a̶m̶p̶ “climbing.”
What are these “double ramps” of which you speak?
My favorite thing about any game from before I was in FRC. There were dozens of teams that did stuff like that.
I ran some numbers, and interestingly enough, unlike the switch, you cannot outweigh three cubes with two based on positioning on the scale, as featured in the field review video for the switch element, however, that being said, you could force the opposing side to be more cautious with cube placement with the switch if you place them as far back as possible, potentially making them waste up to two cubes.
The double ramps are interesting but extremely tricky given that the frame perimeter extension is only 16", while it was infinite in the Home Zone in 2007.
Scale and opponents switch is the way to go
See G05:
“This rule doesn’t apply to a ROBOT fully within itsPLATFORM ZONE during the ENDGAME.”
I’m a double ramp vet, so I’m stoked for the potential for reapplication of a great aspect of perhaps my favorite FRC game.
You can extend beyond that perimeter during endgame on the platform, I believe
Yup, that’s right. A double ramp mechanism can basically consist of two folding tables cut in half. According to an alumni from that year, it was pretty easy to make them light, strong, and fast. Spring loaded feet and some kind of pneumatic/servo-actuated latch is all you need.
Someone should make a poll on switch vs scale. So we can clearly see what is favored.
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In Auto, Switch gets you RP if you and your partners cross; Scale does not.
In Teleop, Scale gives you net 2 pts/sec (kindasorta, +1 for you AND opportunity for 1 lost for your opponent); either Switch gives you net 1 pt/sec ( +1 for you OR opportunity for 1 lost for your opponent).
Based on my understanding of the rules, the only time in which the height of the robot is restricted is in the starting configuration. As far as I am aware, there is no mention of a special exception for climbing, and no explicit prohibition of extending upward at any other time throughout the match. this should at least remove the necessity (though not the option) of making the cubes projectiles.
Am I missing something, or is this right?
I think a ramp-bot is going to be trickier then it looks. If I am not much mistaken, in order for a robot to count as climbing, it has to be supported by the pole. I could be wrong, but the lifting robot may have to climb at least a little.
PLATFORM counts as part of the SCALE so can support.