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How many referees does it take?
Watching the rules, discussions, Q&A, etc., one thing has become clear: The referees are going to be busy! Just off the top of my head, they must:
* Confirm success each time a defense is crossed * Watch for contact in the secret passages * Keep track of the number of boulders in each castle at any given time * Watch for potential fouls as robots approach their own defenses * Keep track of the Spy's activities * Make sure the human players don't leave assigned areas * Watch for general illegal play in the courtyards So, my question is: How many referees will it take to properly monitor this game? |
Re: How many referees does it take?
More than they are saying. I predict 2014 levels of ref stress.
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Re: How many referees does it take?
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Where are you reading the Q&A? I might just be missing it, but a search of the first website brings me to a page that says: Quote:
Thanks |
Re: How many referees does it take?
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There you go :) |
Re: How many referees does it take?
EDIT: Sniped.
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Re: How many referees does it take?
5 should do it (head ref + 4), however, it is virtually impossible to monitor the number of boulders, so 2 more if they really want to watch for it.
1 ref to watch the courtyard and SP 1 ref to watch the NZ and Outer works for crossing ditto for the other side Only one defensive bot is allowed in the courtyard, so that cuts down a lot of what you have to watch there. The NZ could be busy with all 3 bots trying to cross. In those instances, the Courtyard ref can help watch for penalties, while the Outer Works ref concentrates on crossings. |
Re: How many referees does it take?
I think what will end up happening is 5 and then when they realize how "Week 1 Recycle Rush" that is they'll add 2 scorekeepers with clickers for balls (add 2 more if you want them to keep track of defenses as well)
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Re: How many referees does it take?
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I'm wondering how the scoring redundancy will be accomplished. We usually have some checks on each other, just in case. For example in RR, each ref on the blue end scored all the containers and litter, and they visually double-checked the stacked tote counts. And, will the ball counters work without fail? I still remember problems with DOGMA, and the pokey-pokey stick in Aim High. Since robots will mostly be scoring, it will be easier to keep track of fouls than in 2014 when you had to watch away from the ball stuff. |
Re: How many referees does it take?
I think the big issue with 2014 was more that some rules were so subjective that it was difficult to tell sometimes when rules were actually being broken (I think we all remember G40). However, this game has an issue mostly in the many ways you can score. Although it'll be harder to score, it won't come with the heated arguments about scoring.
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Re: How many referees does it take?
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Re: How many referees does it take?
There are 6 ref station's (3 on each side of the field) there 2 in center across from each other then there's 2 one at each outer works and finally 2 of them each across from the spy box's
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Re: How many referees does it take?
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I would be surprised if this game took too much referee effort. Teams are encouraged in the manual to make things obvious, and the rules are clearer than ever in terms of defensive protections. |
Re: How many referees does it take?
The bare minimum in terms of visibility is 5. Just due to blocks in visibility, there has to be one behind each alliance wall (excuse me, in each castle), one viewing each courtyard and accompanying secret passage, and one watching the neutral ground. However, this will not readily answer some of the nitpicky questions as to whether a given robot crossed a defense without some rather rapid communication between the refs. I voted 7, adding a referee for each outer works, who is solely responsible for tracking crossings.
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Re: How many referees does it take?
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If so, with beam sensors in each of the ball entrances the '6 balls at a time could theoretically be done in FMS. |
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