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Unread 09-05-2014, 21:19
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FRC #1197 (Torbots)
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Re: Fouls that "Didn't Affect the Outcome of the Match"

Quote:
Originally Posted by inkling16 View Post
FOUL value = 10*(# of ASSISTS that the opposing alliance currently has)
TECHNICAL FOUL value = 20 + 10*(# of ASSISTS that the opposing alliance currently has)

Given, this would have made the game even more complex, but I think the grand majority of teams would have preferred this since it likely would have reduced the penalty points considerably. Also, some values would have to be worked out for autonomous and autonomous balls.
That would actually be a pretty cool idea, for something like this. (GDC, I know you're reading CD. If something like Assists is done in future, please consider this carefully.)

Now, here's the thing: The refs would have to enter the foul quickly. No waiting until the end of the match, and hopefully no scores in between calling and entering. That's kind of the tricky part. A button to enter the foul on the scoring screen would work--dunno why this wasn't incorporated in the first place other than maybe lack of room.

That said: I really like this one. FMS already tracked assists automatically, why not allow it to vary fouls based on assists? One tweak is that I'd have a "base" foul score--thus, if no possession established, or in automode, it still hurts. Let's say that the base foul score is 10 points. The other is that I'd call fouls based off of one alliance's assists, and technical fouls off of all assists on the floor at the time--that is, both alliances' assists. (Translation: Commit a technical at the wrong time and OUCH! to the OUCH!--I can see something like a 70-point foul being possible there.)
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2003-2007: FRC0330 BeachBots
2008: FRC1135 Shmoebotics
2012: FRC4046 Schroedinger's Dragons

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