Quote:
Originally Posted by BrendanB
2005 MCC is difficult because all the end game required was a drivebase and as James said, scoring low was useless in a majority of matches.
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Oh, about the end-game, either you could have all three of your alliance's robots in the end-zone, or have them all out scoring a tetra, earning 9 or 19 points (adding a row). Even scoring a single tetra to break one of the opposing alliance's rows was a 13-point swing (you earn 3, and break a row of theirs, -10) so the endgame was not very important. If you could complete a row for your alliance and break a row for the other alliance you got a 23 point swing by scoring 1 tetra.
For example, we played some matches defensively with one tetra on board. Near the of the match we would drop that one tetra on the far-corner goal, typically breaking the other alliance's home row and completing a side-row for our alliance. Sometimes we either scored a diagonal or broke a diagonal row also, so this one tetra was almost always a 13-pt swing at a minimum, sometimes a 23-pt swing, and at best a 33pt swing. During the main time of the match it was pretty easy to trap or slow down other robots because the goals divided the field into controllable segments, so the opposing alliance's scoring ability was reduced.