Quote:
Originally Posted by aditya29
Could someone give a quick summary of the objectives of the 2002 game, for those of us not familiar with it? I'm assuming it was worth more to move the goals into one of the specific zones, as opposed to trying to score the balls? Very cool design/strategy from what it looks like; not letting the starting configuration rules limit an ingenious design.
|
Archived 2002 mini-manual.
In fewer words, robots scored points by being across the line closest to their driver station. Goals scored points for an alliance by being in the middle-ish zone on the opposite side of the field. Balls in goals scored for an alliance if the goal was on the opposite half of the field.
In short, if you could control all the goals, you could almost completely deny your opponent any scoring opportunities. The only scoring they'd have left is robots in home zones, which was weighted equal to a goal, so wasn't enough to win.
Someone can correct me if I'm wrong, but I'm pretty sure 2002 was the last year you could completely deny scoring to your opponents and win. 2003 had an... interesting strategy where an alliance losing in the eliminations could completely descore their own points and deny the "winning" alliance points necessary to win the 2 of 3 matchup. Which was the last year we had to deal with that sort of game design fail.