As a newcomer to the world of FIRST but already acclimated
to the world of robotics through building my own robots, quadcopters and
participation in VEX, I find FIRST to be fascinating. I think that the games designed
by FIRST seem more fun, engaging, and competitive and bring all aspects of
people together much better than VEX, albeit at a more expensive price point.
It is not just an efficient robot at stake here, which require talented
programmers, designers, and builders in and of itself, but also the ability to
strategize and adapt before and during the game.
So for those who haven’t read the rule book yet (which you
should have at this point, so I don’t know what you are doing if you have not
yet, so I will just link it right here for your reading pleasure), or are
reading this post in the future as you came across it in a Google search, here
is a quick rundown of how the game works:
As usual, you are in an alliance with two other teams, with
all three alliance stations adjacent to one side flanked by enemy portals.
These portals are feeder stations for “power-up boxes,” which are essentially
this years’ game pieces, although not necessarily directly used for scoring.
Each alliance is allotted ten power-up cubes that they may deposit onto the
field should they choose to, but not place it in the “vault.” Behind each
alliance station is a vault that can store up to 9 power-up cubes, and are
placed in by human players obtained via robots on the field. Each power-up cube
contributes 5 points to the score and can also be spent towards various
“power-ups” that offer the alliance a temporary advantage.
On the field, there are three weighing scales. Ignoring
auto, which is double points per usual, the scale on the alliance side and the
center scale provide 1 point per second during teleop, as well as 1 point for
gaining control. The center weighing scale is called the “scale” and rests at 5
feet tall, while the alliance side scales are called “switches” and rests at a
foot tall. The scale is flanked by platform zones and null territories. The
platform zones are used in the endgame for climbing, of which you must lift one
foot above the ground to gain a 30 point bonus and one ranking point. The null
zones are the only zones where you are able to launch projectiles (into the
scale). The switches are flanked by power cube zones where additional power
cubes other than ones deposited from the portals can be obtained.
I think that this year’s game is especially interesting. Although
the video game theme is kind of a meme in and of itself (re: a joke), the
actual game itself has important strategical implications, as this game is
extremely dynamic and can change rather quickly, based on the circumstances.
You don’t know whether the enemy team will try to take your
switch or not. Your fully offensive alliance strategy may fail if the enemy
team has taken control of your switch and is consistently defensively
antagonizing you.
Your strategy may have been to go for the scale, but the
enemy team, with their better robots, have the same offensive strategy, so to
win, you may need to adapt. Maybe the other team built their robot around
attacking the scale, so to counterattack, you can still win by taking control
of their switch.
I’m not even going to suggest climbing. Seems impossible
enough and like they purposely designed it for each game for the teams to use
the levitate power-up. Anyways, those are my initial thoughts. Great game.
Gideon Tong
P.S. This is the first time I wrote a post in Microsoft
Word, so the formatting may be a little weird when I eventually copy and paste
this into my website. I originally did this in order to be able to work offline
on my laptop where cars and trains may have little to no connectivity, but I
found that I quite like this method, as it allows me more formatting options
and editing tools than provided by either Google Docs or Google’s Blogger
platform. Should I like it, I may continue to write posts this way and thus
change the formatting of future posts.
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