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Let's keep this thread going...
Another thing that comes to mind that FIRST did a great job on is managing the dynamic range of team capabilities.
What I mean is that there is a huge variation in capabilities of teams with Beatty, Wildstang, Cheesy Poofs/Kingman, etc. on one end and 3 kids and 1 hacksaw on the other.
This game can be played, and actually can result in exciting matches, with teams all on one end of the spectra or the other. Even more, I believe there will be exciting matches with mixed alliances playing mixed alliances.
Imagine a very likely match pairing: a KM* and 2 POC**'s Vs. 3 MOTR***'s
I think this could be a surprisingly good match. As would almost any roll of the dice you make for pairings.
The game design allows a space where KM's, MOTR's and POC's can compliment eachother and come away with a good experience. This was clearly not an accident. A lot of thought was put into creating this space. I think they did a nice job.
Hats off to FIRST.
Perhaps you can spend some time today thinking about what FIRST did right. If you come up with something or just a new appreciation for an aspect of the game, kit, admin, or whatever that other may take for granted, share it with us please.
Joe J.
*KM = pronounced "Kay Eem" = Killer Machine
** POC = pronounced "Pock" = Powered Ox Cart ;-)
*** MOTR = pronounced "Motor" = Middle Of The Roader ;-)
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Joseph M. Johnson, Ph.D., P.E.
Mentor
Team #88, TJ2
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