Quote:
Originally Posted by dellagd
While I do think their design is probably capable of doing highest stacks as well, depending of how you look at it the 'scoring' may not be linear.
You are totally correct in that those stack combos would yield the same points, however, we're looking at scoring efficiency here. If you look at the game from that perspective, as you're really just battling the clock in this game, and if you didn't use any containers, the stack height wouldn't matter at all, apart from the increase in trip time. Once you do factor in the containers, a non-linear increase in points-per-second is found if you look at creating and topping off stacks of different heights. Factor in the can scarcity with the difficulty of topping off a taller stack with a container and the challenge quickly deviates from simply 'stack as high as you can'
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Assuming they can't pick up bins and are only doing totes then you'd want stacks of 6. Since you cannot reduce stacking time you want to reduce travel so you build them as high as you can. In this situation 1 stack of 30 is optimum but not realistic.
Assuming they have a partner who can score bins the optimization objective becomes to build the tallest possible stack that can be capped by that partner since you reduce travel time for yourself, but fewer taller stacks reduces time for your partner.
So my original question was "why 4 " because it's a weird number to optimize for. If their plan was to just score on totes then a larger number, maybe even > 6 might be optimum. If their plan is to have a partner cap then 6 is optimum.
Just curious as to what led them to that decision.