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Re: [2005 Game Design] Radical Tournament Ideas
I'd personally like to see a couple of things happen in this department.
1) Ensure there's a tiebreaker. It makes things simpler for the audience (especially from the football-heavy south, where there's hardly EVER a tie). The tiebreaker could be anything--distance of your mobile goal from your alliance's wall, as a 2k4 example.
2) Dump ranking points as it was this year. I've seen a lot of matches from a lot of good teams this year, and there just doesn't seem to be an easy way to bring the scores of a weak alliance close without running the very real risk of gift-wrapping them the match. I guess the more radical way to handle it (assuming we've got a scoring system fairly similar to this year in total points) is what I call the 150 rule. If your alliance outscores your opponents by 150 points or more, YOU lose. (Kinda like the breakout rule set at some R/C tracks--go faster than this time, and you're DQ'd.) It still allows for wins and losses, but it forces teams to consciously mix things up.
I'll think of more later.
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William "Billfred" Leverette - Gamecock/ Jessica Boucher victim/ Marketing & Sales Specialist at AndyMark
2004-2006: FRC 1293 (D5 Robotics) - Student, Mentor, Coach
2007-2009: FRC 1618 (Capital Robotics) - Mentor, Coach
2009-2013: FRC 2815 (Los Pollos Locos) - Mentor, Coach - Palmetto '09, Peachtree '11, Palmetto '11, Palmetto '12
2010: FRC 1398 (Keenan Robo-Raiders) - Mentor - Palmetto '10
2014-2016: FRC 4901 (Garnet Squadron) - Co-Founder and Head Bot Coach - Orlando '14, SCRIW '16
2017-: FRC 5402 (Iron Kings) - Mentor
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