Quote:
Originally Posted by tb222
I like the intent of the rule... it goes back to the whole co-opertition mindset they're always talking about. But I don't see how this prevents shut-outs. 0x(inf)=0, so if you win 6-0, you're not really winning by 2 or 3 times. Also, it is very unclear as to how the "demerits," if you will, carry through to other rounds. Finally, in the rule, it only states that you lose an EMPTY CELL or SUPER CELL. So which one is it? Do they start with the empty cells (in which case you couldn't use your super cells), or do they start with the super cells, so you can't trade up, or do they just select one at random? 
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Suppose you score 10 points, your opponents score 0. 2x0=0; 3x0=0. 10>0, so you have scored more than 3 times your opponent's score.
Now make it even worse. You score 18, your opponents score 20. But wait, they entered a Super Cell 2 seconds too early, earning a double penalty. Final score, 18-0. Even if there was a minimum x-point differential, it would likely be more than 18 points. You lose 2 balls next game. At a minimum, <G14> should be changed so that it is the opponent's
unpenalized score that determines the 2x and 3x factors. You can score for your opponents to overcome a shortfall in their score. But you can't do anything if they penalize themselves to zero.
As for which balls you lose, Super Cells or Empty Cells, that depends on which position your Payload Spec takes up in the next game.