Regardless of its effects on coopertition, this year's seeding system did a better job of accurately ranking teams than W-L-T has every come close to. In W-L-T, all of the following situations have the exact same effect on qualifying points:
- Losing a high-scoring match by one penalty
- Losing a blowout because of an unlucky schedule
- Losing a low-scoring match after a fair fight
- Losing an easy match because your robot/alliance partner's robot tipped over
The new system accounts for each of these and ranks accordingly. I've never seen more accurate top eights before.
I personally do not like 6v0, and I'm pretty much neutral on scoring for your opponent when you're ahead. I do like how this system discourages defense and encourages scoring. If
FIRST must fix 6v0 and other issues, I hope they don't change too much, because the way this seeding system accurately ranked teams was amazing.
It is difficult for me to tell whether 6v0 and scoring for the opponent were strategies the GDC simply didn't think of, or strategies they deliberately put into the game to teach the reasonable lessons that helping out your opponent when you are very far ahead, or giving up and joining your opponent when you are very far behind, are both courses of action that are sometimes beneficial for everyone involved (including you).