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<G14> Shenanigans?
What is the intent of this rule? If a team does well they penalize them.
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It's not meant to penalize a team for doing well as much as help a team who's not doing so well who goes up against a really good team. |
Re: <G14> Shenanigans?
I think this goes back to why your qualifying score is based on your opponent's score...helps promote close matches rather than blowouts...they hinted toward this rule during the on-field demo, but never went further into it...
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I think they are trying to eliminate shutouts
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But let’s say you play against a very poor team in the beginning. Then the next round you play a very good team. Then you’re at a disadvantage.
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I would really like to see lower limits on the rule. According to this say you score 2 moon rocks and they score zero that would be a score of 4 to 0 which would lead me to see a score of more than 3x. However I do not believe that this is in the spirit of the rule. Should this rule be applied on low scoring matches?
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So what happens when the opposing alliance's score is 0? Do you automatically get a win by 3x and lose 2 of your empty cells/super cells the next match?
I can't wait until Championships when an alliance has no super cells available due to a previous "unbalanced/easier" matchup during a "balanced/harder" matchup. |
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Wouldn't that hinder your team's ability to show off your team's skill? That would hurt your chances in the finals.
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This seems to be one of the strange rules that both help and hurt all teams. Its going to be interesting to see how this is going to play out.
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I kind of like the rule, but I don't like it as is. I think there needs to be a minimum floor on the score differential.
Here is where I see a problem: let's say you have a bunch of teams that don't have their robot working yet, so none are powerhouse teams. The Red Alliance sinks one hail mary and the Blue Alliance sinks three. These are the only scores of the match. In the above scenario, the Blue Alliance teams would lose all of their Super Cells for the next match despite their ineptitude. Also, what if you win 2-0? Once again, I would like to see some sort of floor on this rule, like it doesn't kick in until the winning alliance scores at least 20 points (or some other number). Hopefully there will be enough scoring where this won't be an issue, but if past competitions are any indication, this might be an issue. Edit: Doh! Someone above posted this same thing while I was typing. |
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I think there should be at least 5 points between scores before it is taken into effect, If you do 4-0 you lose nothing. If you do 6-2 you lose nothing. I think this fixes all problems.
I also agree with Billfred that you can score for your opponents so this shouldn't be too big of a problem. |
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FIRST is trying to give a "real-word" engineering experience, but this rule is just the opposite unless you're Microsoft trying to avoid Monopoly Laws. It should be modified or removed, teams learn more from failure than success, having the other team actually trying to bring your score up would just be humiliating. This is another example making the game too much about strategy.
Either putting a cap before the rule went into effect as mentioned above and/or comparing the unpenalized score of both alliances would be a good compromise. Overall I love this year's game! |
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