Quote:
Originally Posted by JonathanZur1836
My only two complaints are the feeder stations and the big emphasis on coopertition. Nobody really went up to the station to get balls, they were just thrown through the opening for the most part and thrown over the station in the last 30 seconds. Also, it caused a lot of unnecessary penalties that not many teams understood.
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I have to disagree here. Having a good inbounder was just the right importance for the game. It could take a good team and move them up a notch, but the inbounders didn't control the game. I did see teams going to the slot, and taking it out wouldn't have been challenging enough. I think penalties at the inbounding station were limited and fairly obvious: don't have more than six balls, don't step over the line when inbounding.
Quote:
Originally Posted by JonathanZur1836
I do not think that balancing on the coop bridge should be just as important as winning. I think it would be fine if you got two qualification points for winning, and one for cooping, because then people would still think that it is important but at the same time the rankings would be more fair.
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What many people are neglecting to consider is that making coopertition as valuable as winning was not just because the GDC thought it was that important, but because it forces teams to make the tough call: do you risk it to win and spend less time balancing, or ensure the coop and jeopardize your chances of winning? By making them equals, the game encourages teams to find the balance (no pun intended) between winning and co-oping, instead of everyone playing only to win and making the co-op a secondary goal.