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Tempo
Tempo is like the beat of a song. Four notes in a song with a slow tempo takes longer to play than four notes in a faster tempo song.
Such is the way of this year's game. A robot that can travel around the field at its highest capability will have more points than a slower robot traveling around at its highest capability. This is relativity known and basic.
But what about other types of tempo. Hurdle the ball is a tempo. The faster you can get your mechanism to pass the ball over and retain it will make a very fast tempo than robots that fumble around.
Here is the discussion I wish to pose to deep thinkers on the eve of battle...What do you think will become the deciding factor for the majority of the games: Being able to increase tempo by working with alliances to do things faster or being able to disrupt tempo by playing defense and preventing opponents from doing things faster?
Here is what I think: I believe Defense will play a much bigger role in this game than it did in Rn'R. To disrupt a team from making even one hurdle can cost them the game. No matter what happens, if you keep scoring repeatedly without incident and your opponents miss one, you have the red carpet.
Red alliance with two hurdlers and Blue with one, Blue could pose to have the advantage over Red. Blue's other two robots go for broke and play smart defense preventing hurdles by getting the red track balls out of red's hands/grips and keeping the red blocker at bay while the Blue Hurdler takes his/her merry time making good hurdles at a decent speed.
What you think of my theory?
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"For every great theory about design, there is a better and contradictory theory about design. And don't let the irony of that escape you."
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