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Originally Posted by Cow Bell Solo
That is incorrect. You get 6 pts for hurdling the trackball over and then 2pts for crossing the finish line. Look at <G18> in Section 7 of the Manual - The Game
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<G11> Each TRACKBALL that HURDLES its own FINISH LINE will earn 8 points (2 points for CROSSING the FINISH LINE – re Rule <G10> - and a 6 point bonus, yielding 8 points total).
A hurdled ball is worth 8 points, regardless of what the hurdling robot does afterwards.
I think people are underestimating how hard hurdling one of the track balls will be. First off, keep in mind that these balls seem to be considerably heavier than any other "big balls" from past games. I don't remember any exact weights, but I recall being able to pick up the balls from 2004 and 2001 fairly easily. Second, as I see it hurdling involves three major steps:
1. Gaining control of the ball
Assuming the ball was just hurdled, it will take several seconds to stop bouncing around after falling 6+ feet
2. carrying it around the track back to your alliance's hurdle
<G13> A TRACKBALL that has CROSSED its own FINISH LINE must CROSS the opponent’s FINISH LINE before it can score by CROSSING its own FINISH LINE again.
Under the previous assumption, this involves completing almost an entire lap
3. Passing the ball over the hurdle
Either throwing it over (which I am still not convinced is a viable solution) or reaching it over and dropping it on the other side
That being said, I do thing hurdling will be the most important part of the game. I think the most successful alliance will be three hurdlers in a hurdling rotation. Bot1 hurdles a ball, which bot 2 picks up and brings back around the track. Bot1 then goes under the hurdle, and prepares to pick up the other ball, which bot3 is bringing around the track.