Quote:
Originally Posted by TetraBot
To give an example of this (based on this year's game), lets say Team BLUE has a bot which can score on the middle and low rack easily and has a ramp. That team would get 3 pts for low scoring, 5 pts for mid scoring and the ramp boosts there score another 5pts, totaling up to 13 pts. Then lets say Team RED builds a robot which can reach all three heights for the tubes and score well. Then this team would get 3 pts for low scoring, 5 pts for mid scoring and 8 pts for high scoring, bringing their total to 16 pts. Now since both teams have more than 8 pts, which would be the cut-off for qualification points, both teams could possible make it into the final rounds. And robots which can't achieve this minimal requirement are automatically disqualified. (Qualification points don't affect your actual score in the game)
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That's.... distressing. You have basically designed a game wherein you tell teams, "You MUST build a robot that can successfully do two of these four things, or we just won't like your robot and refuse to let it play." You could just as well put into the game rules that every team must have an arm on their robot. Forcing teams to build arms, etc. under the threat that their robot automatically loses everything if some of thir systems don't work.... The just rubs me the wrong way. I think putting things in the rules to artificially force teams into design decisions will do the opposite of inspire students. Notice how much grumbling there is around here when teams are forced to use a giant heavy power distribution block, or design their robots to start with the longest dimension vertical. Teams really don't like contrived restrictions on what they can and can't do.