My theory revolves around the concept of the picture being reversed, or mirrored. I may or may not have gone a bit overboard on it, but whatever.
OK, so there are two types of symmetry: Rotational and Reflective. While working with videogames, I have discovered a fine example of the two: The game Team Fortress 2, which I map for.
Anyways, every FRC game so far has had both types of symmetry, which while fair, is a bit boring. Enter stage left my hand dandy drawing. I didnt feel like making all other games, but trust me, they are all rotated, and have both types of symmetry.
In my time working with TF2, I discovered a different type of symmetry: The reflection, which reflects the base over a line of symmetry.

This is an example of rotational (only) symmetry. It allows someone on the red team to turn left at the exact same place that a member of the blue team turns left on their side. This allows people to only have to memorize half the field, or map in this case. Note the crossing arrows. If someone wants to go to the opposite identical portion of the field, then they must cross fully through the middle.

This on the other hand, is reflectional symmetry. Both sides are reflected over the axis. If one team's player turns left, then the other right, and vise versa. It allows for a slightly more dynamic gameplay, possibly for the sole reason that it is not the norm. It is just different, and although one may not realize it, it will create a very different game.
Now, you may say, how may this apply to FIRST, how could they make a reflectively symmetrical field? It would also allow them to use angled elements, something that is not possible in a rotationally symmetrical game. It should also be notes that it is quite hard to make a game piece through the LOS in a reflectively symmetrical field.
My example of a field in this type:
Anyways, Food for Thought.
Other possibilities of the reflection:
-Light based game
-Red herring
-It was simply there to stop people from reverse searching it
-"Competitive co-op" There is a mirror across the field, and your team races vs the other team to complete an objective that doesn't require contact.