Thread: Wall 'o Boxes
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Unread 01-03-2003, 14:38
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Defense of shutout strategy:
Nooone can argue that its best to have a high scoring round. How close would you want the match to be though. Lets start with a 25 point lead incase somthing happens on the ramp, either your not on it totally or the opposing team gets on. With 45 crates, counting which are where will be hard especailly because of the blindspot caused by the ramp and whoever is on top of it. So add in nother 10 point alloowance. So to be safe you should have at least a 35 point difference. The closer your target scores the bigger the risk your taking. If you win by 100 to nothing both times in the finals you win. In finals why take the chance of losing because you wanted close scores when you could shut them out twice and win?

Defense of the ramp-dom:
In my above scenarios its possible for the rampdom/stacker pair to allow/help the opposing alliance to move boxes into the scoring zone if they wanted to boost there score. The point is that if a rampdom hits the wall and secures the ramp he can control the tempo of the match, he can greatly effect how boxes/bots move from 1 side to another. With a stacker friend they have nearly absolute control of what the match will look like.