Quote:
Originally Posted by dardeshna
Ah okay that makes sense. I like your idea of looking at when a higher scoring option becomes less effective. Could definitely see how that could have been very useful this year with high/low goals.
Now I think about it from that perspective, our off season robot that was a low goaler was significantly quicker in cycles than our high goaler build season robot, so it did end up doing better.
Rain of frisbees at the end of the match in 2013? Before my time 
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So, it's not all about less effective. Sometimes it's finding things that give you more bang for your time (2014 w/ passes) or things that have more room for delays because you have to do things fewer times (2015 w/ cans) or even things more tolerance for screwing up.
The way I try to evaluate games is look at the inputs I can control (how fast I do things, accuracy, which scoring methods, etc) and what outputs exist (usually raw score but sometimes other things like limited cans in 2015). Then it's all about finding how to change inputs to get the outputs I want.
EDIT: Oh gosh, I keep forgetting that that 2013 was a "long time ago"
