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Re: Thoughts on CoOpertition
There are some limitations on the coopertition system that restricts the modes of scoring for games.
What comes to mind is the different ways of scoring for Breakaway versus VRC Clean Sweep.
In clean sweep, there are already a set amount of balls on the field. Your seeding score will be high, or higher, depending on the proximity between winning and losing scores. Any object on the field is worth points. If playing an poor team, a top team and a good team will be limited in score by the number of objects on the field--many good alliances have found themselves having completely cleared the field about a minute from the end of the match. An alliance that can "clean sweep" with a minute left is not distinguished from an alliance that can "clean sweep" with 5 seconds left.
This is not the case in breakaway, with points only coming from robot performance. No moving robots = no score. This allows much greater variation in seeding score not fixed by the # of game objects on the field, and enables scoring to distinguish the top teams from the good teams. There is no cap to the score; it is limited only by the time.
I won't say I'm disappointed though, because it gives good robots that face excellent robots a better chance in ranking regardless. Losing close matches isn't as devastating if there's no distinct point systems for winning and for scoring. We were frustrated at VRC championships because a clawbot with lucky alliances managed to pull off being 8th alliance captain, while our robot, having played multiple 1v2 matches due to no-show, lost close matches that led to devastation due to W-L-T ranking.
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Larry
Saints Robotics 1899
High school intern at FIRSTWA
2011 Seattle Olympic Regional:
Website Excellence, FIRST Dean's List Award (for team captain Kevin Kimura), Tournament Winner (Thanks 3393 and 2990!), Chairman's Award Winner
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