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Unread 01-06-2002, 18:43
Andrew Andrew is offline
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Join Date: May 2002
Location: Little Rock, AR
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More ideas for game structure, some good, some not so good

1. At the end of Qualifying, top N teams (by accumulation of QPs) choose alliance partners

Alliances are reranked based on total QPs for alliance. This ranking is used for seeding the brackets.

Why? Aside from adding another widget that teams have to consider in alliance selection, it will make it more likely that the Elimination Game is the same as the Qualifying Game. There will be a "cost" associated with picking a team with low QPs.

I don't think this is a very good idea, but it might lead to one.

2. Fouls: Referees really only had the options of dropping the "big one" (disqualification) or letting stuff go.

If refs can call fouls, which either:
a. penalize the team by some points or
b. disable the fouling team's robot for some number of seconds (call this the penalty box option)
c. disabling operator control of a robot (which might encourage autonomy)

alliances will not be "wiped out" if one partner commits an offense.

Refs would have a lot more control over the game.

For instance, "Gratuitous Bashing" might result in a one point per bash penalty.

"Unnecessary Pinning" might result in a 5 second disable, which would potentially allow the pinned robot to get free.

Likewise, "Malicious Carpet Bunching" might require a 10 second disable. "Unnecessary Extreme Malicious Carpet Bunching" would, of course, result in a disable and disqualify.

I realize this might require too much referee training and would require some extra effort for the controls people and the score keepers. It might also require some funky ninja hand signals to be worked out between the refs and the teams (that could be an entire appendix in the rules book).

But, think of all the fun this would generate in naming the fouls!

Andrew
Team 356
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