Quote:
Originally Posted by Vupa
However, the game is also flawed simply in the way that it restricts the potential of teams that aren't in-bounders, but are not technically capable enough to be a high-level truss shot or finisher. This is the scenario in which you are telling your teammate to avoid picking up the ball and just play defense because you, as an alliance, fear a dead-ball or wasted time. We can see it as restricting the potential of a middle-tier team as their robot is realistically being told to not use the functions they spent weeks designing and building. This scenario is unfortunately repeated time and time again in qualification matches due to teams being unwilling to lose a match due to their alliance partners fumbling the ball. Perhaps an occurrence only seen at the regionals my team attended, it seems that the appearance of only one game piece per alliance has raised viewer-friendliness but at the same time also added restrictions on the other robots playing the game
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I think much of this problem can be avoided by a simple solution I suggested elsewhere--that the GDC announce in September whether the game will require interaction among the robots on the field. The stronger teams will then reach out to the midlevel and rookie teams to help design robots, and everyone will know that they need to design for specific roles, not to accomplish every single task. In fact, this may allow the GDC to develop more complex games with even more tasks since no one robot will be expected to accomplish them all. Certainly, we saw in UA that no robot was completely successful at everything, and only a few could even attempt them all, because the combination was too difficult to reach in 6 weeks.