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Re: A better way to handle fouls?
Sounds awful dependent on teams being of the "Its not about the robots" variety.
The only real solution is for the GDC to build games that don't have subjective fouls. Something either is a foul, or isn't a foul. If consequence or intent are taken out of the equation, so too is the subjectivity.
For the most frequent techfoul example this year: Touching an opponent ROBOT (with a DISC, your ROBOT, or anything else) while they are actively engaged in CLIMBing, or while they're in contact with their PYRAMID = Foul, Techfoul + 30 CLIMB points if they're CLIMBing. Touching the oppenent's PYRAMID is not a foul, unless doing so causes an opponent to fail at their CLIMB attempt, in which case it is a techfoul + 30 CLIMB pts.
By explicitly defining the 'consequence' that is implied in "consequential contact" I've taken the subjectivity out of it. Did the opponent fail at their CLIMB? No? Then no foul was committed.
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