I suppose that a few ideas can be had from "Aim, well, Kinda High", plus a few other ones:
1) Get rid of the serpentine draft. We used 1-4, 1-4 at Mission Mayhem, and things seemed to work themselves out properly.
2) The use of Tournament Rule #4 accomplished its intended goal quite well. I'm sure that with more than four hours of warning, things could be even better.
Quote:
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Originally Posted by Aim, well, Kinda High, The Tournament, Rule 4
Teams are expressly prohibited from saying “Team XXXX graciously accepts.” Any team representative who says this may be pelted mercilessly with Poof balls by the field crew until he or she accepts using some more creative (while still appropriate) wording.
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3) The issue didn't come up at Mayhem, as all of the teams toughed it out, but the timeline process for calling time-outs and replacements in the tournament confused me as a referee. I shudder to think what an alliance captain with a lot on the line has to do in the way of mental gymnastics. Would there be a way to have some sort of countdown timer to allow alliance captains and referees to see exactly how much time they have to make a decision on something?
4) Suppose that Friday morning, teams were given two or three cracks at an autonomous field, like that of FVC. Teams' average scores in these matches would correlate to bonus time at the end of each operator-controlled match, all the way through the end of the event. (This time would be theirs for keeps, regardless of how much or how little bonus time their alliance partners have.) In a game like Aim High, the conversion might be, say, one second for every five points scored, up to ten seconds.