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#1
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Re: Defense comprimise ideas
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#2
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Re: Defense comprimise ideas
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#3
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Re: Defense comprimise ideas
What removing defense also allows teams is the ability to expand to (mostly) whatever they want. If you want two robots (148's Batman and Robin), you'll have to carefully design within the weight limits. If you add any opposing robot interaction, then you eleminate those unique designs.
My favorite FIRST game has to be FTC Block Party! for many reasons. One of those reasons was that at higher levels, playing defense cost you the game. They layed out the feild in a such a way that you have no reason to go to the other side. If you want to play some defense, you could try to block them from picking up blocks. But a better "defense" was just to go full offense. There were a limited amount of blocks, so the more you score the more you take away from your opponents. Taking away your opponents' scoring pieces has been a staple for a while (Moon Rocks, Soccer balls, tubes, basket balls, and ground frisbees). However the game that this worked as a strategy was 2011. At Michigan States, the number 1 alliance lost to the number 8 because of strategy alone. Part of that strategy was to not throw out tubes and only deliver them in protected areas. I would like to see a game where both alliances have to use the same scoring pieces like Block Party!. Defense might work at first, but if you're playing defense you're not scoring points. The game winning strategy has always been to score more points than the other alliance. |
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#4
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Re: Defense comprimise ideas
I really do believe safe zones are the best way to incorporate defense into the game while also not making it crazy aggressive. I understand that this means more work on refs to watch for contact in the safe zones but as long as the penalty isn't crazy high, it's not that big of a deal.
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#5
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Re: Defense comprimise ideas
This is one of the reasons why 2005's game, Triple Play, remains my favorite game to date.
While de-scoring tetras wasn't allowed, disrupting a row of goals owned by the opposing alliance would lower their score. Superior driving and strategy were the keys to Triple Play, not top-notch engineering. Being able to negate the efforts of your opponents is probably the cleanest way for FIRST to incorporate defense into their games. However, now that I think about it, this is the first year since 2008 in that a team could de-score previously scored game pieces. Before then, being able to take away opponents' points had more or less been a staple of FIRST games. 2007 - Spoiler tubes 2006 - N/A 2005 - Eliminating goal rows 2004 - Removing doubling balls 2003 - Knocking down stacks or plowing boxes out of scoring zones 2002 - Moving goals out of your opponent's goal scoring zone 2001 - N/A 2000 - Removing balls from your opponent's goal It just comes down to the GDC being willing to incorporate such defensive strategies into their games and to make them worth pursuing. |
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