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Re: Why I think having no defense was a great idea
The answer to this one depends a lot on you primary goal.
If your chief goal is to design a creative robot that doesn't have to consider more extremes of durability, then a no-defense game might be a better venue. Although, in my opinion, the robots this year were more uniform in their appearance and approach to strategy than in the previous 7 years that I've been around FIRST.
If you would like to engage an audience outside of already devoted FIRST-ers, then defense is something that adds the uncertainty and excitement that garners attention.
An "endgame" like the minibot or hanging in the last few seconds helps supply some of that, as well.
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