logomotion game play strategy siri maley, 19 feb 11
TRANSCRIPT
LogoMotion Game PlayStrategy
Siri Maley, 19 Feb 11
What Most Alliances Will Do…
(Tubes should be yellow)
Home-Bound Jams
Blocking is a hard urge to overcome…but tubes are too valuable this year
Don’t chase – get in front, call someone who can, or move on
Things get disorganized quick – leave someone in the crease
Don’t throw tubes your robots can’t handle & figure out the poor throwers timing>aim>>quantity
Watch where your team is going…Timing is everything
Lessons from Standard StrategyTube Distribution HPs: Don’t throw tubes your robots can’t handle Coaches: Find the poor throwers Coaches: track the free tubes
Standard Urges Chasing – don’t. Get in front, call someone who can Illegal herding – don’t. Maneuvering close to teammates – Watch paths & zones,
Talk! Running to Midfield – 6 robots is too many. So is 5. 4 is
close. Pushing matches – rarely worth the time. Trading offense for defense – tubes are too valuable
Note: these actions are equivalent to ~2.5 matches at Week 1 (at least 5 minutes)
Streamlined Method1. Decide if how many Feeders, Placers, Scorers &
Defenders Usually only Scorer if non-floor loader (See Waiting
Game) Otherwise the loop is probably faster as Feeder + Placer Defense only against Powerhouse or with non-scorers
(see Powerhouse for where to defend)
2. Switching between Feeding and Placing Switch to Placer if backlog is high & you have scoring
room Switch to Lane Defense if briefly empty & defense will
help Switch to Feeder if empty & no need for Lane defense
OR Feeder is down
Strategy Chart – Against a Powerhouse
*You’re only “fast” if your full loop is faster than the 1 Feeder + scorer would be
Against a Powerhouse 1st Defender:
If they’re lane-loaders: lanes If they’re bad throwers: Human Player throw zones
(where tubes tend to land) If they’re good throwers: their outgoing feeders
2nd Defender takes opposite (lanes/zones or feeders)
Bottleneck Them At Lanes/around Towers Home Zone: outgoing feeders Work together!
Concentrate on the Minibots (interfering & scoring) See The Minibot Tradeoff
The Waiting GameIf you’re playing with multiple scorers
Wait your turn – talk to allies Don’t herd! Get out of active allies way (including paths to
tubes) Avoid crossing paths, & sharing zones
Block opposing alliance (go backwards – protect claw)
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The Waiting Game – Example
Smart move by Red
Blue1 scores, backs to block Red for Blue2. Blue3 blocks Red’s close Lane (from far side to leave room to score later).
Red bolts to far Lane.Blue1 backs up to pickup & interfere. Blue3 backs up to block close Lane. Blue2 scores.
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Red picks up & goes home.Blue1 picks up & goes home.Blue3 score. Blue2 backs up & picks up.
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The Minibot Tradeoff
Need more than 25? Need great D (stop both) or great bots (win both, stop 1)
Winning Both – within 25pt Margin
Alliance Normal Powerhouse
Teleop Score x y ≥ x
Minibot Scores 30 20 15 10
Total x + 50 y + 25Lose 1, Stop 1 – if you think you can’t win both
Alliance Normal Powerhouse
Teleop Score x y ≥ x
Minibot Scores 30 15 20
Total x + 45 y + 20
Stop1 to Stop 1 – not worth it, need to stop both
Alliance Normal Powerhouse
Teleop Score x y ≥ x
Minibot Scores 30 20
Total x + 30 y + 20
Example – Blue: 2 Feeders & Placer Red: 2 Scorers & Defender
Gets crowded fast Good news on the Feeder + Placer: it’s 2 on 1
Good news on opposing D: no lane defense necessary
Less crowded when you take turns