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#46
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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#47
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Re: [Official 2007 Game Design] Radical Tournament Ideas
I thought about this while running to my business law class (remember kids, don't forget to make sure your alarm will actually go off in the morning): What about a "knockout punch" that, if achieved, would end the match immediately in favor of the alliance that achieves it?
The nearest example I can think of is if the center goal in Aim High was cleared by a human player instead of a field crew member. (Yes, I realize this introduces other issues, like using the stick to remove balls from the goal, but play along here.) If one alliance clogged the center goal to the point that the human player could not clear the clog within ten seconds, the match would end immediately. In Triple Play, an example might be maintaining ownership of all nine goals at one time. |
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#48
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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#49
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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im not knocking it, i would love to see it happen, it would be a nice twist. WE could also have the teams that arnt selected vote on the matchups for the playoffs so that they can get to see the matches they want. |
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#50
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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Getting old I guess. Here is the link to the ladder that I posted (THANKS Richard) http://www.chiefdelphi.com/forums/sh...ad.php?t=46331 |
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#51
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Re: [Official 2007 Game Design] Radical Tournament Ideas
One change that might make for an interesting dynamic: Allow each team one five-second timeout, to be used over the course of the event. When the timeout is invoked, all play stops on the field to allow the alliance to strategize or regroup, particularly after a significant shift in gameplay happens. (The offensive muscle of the match tipping comes to mind.)
I imagine this being implemented as a second differently-colored button in the alliance station, next to the (individual) E-stop button. The usage could be tracked in scoring software (which also allows for the software to disable the button for teams that have used it). Alternatively, one operator badge could come with a coupon for the time-out attached, which would be given to a referee once it's been used. Stopping the match a second time, naturally, would be cause for a disqualification. While it might throw off match scheduling a bit, a ten-second time-out used by forty teams (which is bigger than some regionals, and is about half of a divison in Atlanta) would add less than seven minutes onto the day. Regionals take up that much time playing the YMCA. ![]() |
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#52
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Re: [Official 2007 Game Design] Radical Tournament Ideas
Here's an idea for something that still can be done:
The week prior to Kickoff, give us the game piece! We wouldn't need the hint (though they're so vauge anyway), and the rush to purchase game items, if an issue like the balls, could be spread out over another week. Teams still would have no idea what was being done in the actual game, so no serious work or prototyping could be done, but we could still see how large the piece was, how to interact with it, and how it interacted with other game pieces. It's just an idea, but I really think that it would be cool, get us thinking, and get teams excited and together a bit prior to the actual start of build. |
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#53
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Re: [Official 2007 Game Design] Radical Tournament Ideas
Why not make the game rules apply differently for each match, with the number of rules, and which ones, that apply chosen randomly before each match?
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#54
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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Try guessing the tetra after that curve ball! |
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#55
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Re: [Official 2007 Game Design] Radical Tournament Ideas
So here's a notion I had the other day, one that might not be perfect. (dons asbestos underwear)
On Saturday, you tend to draw the largest crowds at regionals. In the afternoon, you also get some of the more exciting matches of a regional. But what about the morning? Imagine, if you will, that the match list for Saturday wasn't posted until Saturday, like it's done on the other two days. But before the list goes out, the scoring software applies a little black magic to the list to organize the six teams in each match according to their seed. The six teams in a match wouldn't change (that'd be a scheduling nightmare), just possibly their affiliations within the match. So if we've got seeds number 2, 9, 11, 25, 30, and 42 in a match, it would be organized 2/11/30 versus 9/25/42. This system isn't perfect--247 and 1251 were both pretty low seeds at Palmetto, and they're both wearing gold now--but it might help prevent a total squashing, which (all fairness debates aside) just isn't as interesting to watch. EDIT: And another idea in a completely different vein, inspired by Rick TYler's post on page 1: Quote:
What this doesn't include is some means for a team to decline (say, their robot's broken beyond hope of repair in time)--I assume you'd just notify the captains that they're out. Last edited by Billfred : 30-11-2006 at 12:32. |
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#56
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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#57
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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But I do think the higher seeded alliance captains should get a bigger budget. Say the number one alliance captain gets 135 bananas to bid with, number two gets 130 bananas, and so on, with number eight getting 100 bananas. Once you've spent your bananas, they are gone -- use 'em or lose 'em. |
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#58
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Re: [Official 2007 Game Design] Radical Tournament Ideas
I was thinking about the serpentine system that I hate so much.. and started to wonder about the feasibility of using qualifying points (W-L-T) to determine the draft order in the first round, and then ranking points (32.28938) to determine draft order in the second round. I don't know whether it would be the RP of the alliance captain, average RP, or max RP between the two current alliance members that would be used to rank the alliances for the second round of the draft, but either way. I'm not sure about this idea, but I thought I'd mention it here.. That method of determining draft positions wouldn't really mess with the draft currency idea suggested above (warming up to the idea), as they still have to select in some order.
Last edited by Joel J : 30-11-2006 at 13:59. |
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#59
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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In short I like the idea of using something else to determine the second round picking order if you want to mix things up just don't use opponents score. I would prefer it if they want to limit purely defensive play and mix things up to use lowest average scoring differential rather than average opponents score. P.S. I'm intentionally being contrarian to the game designers intent of keeping the games highly offense based for the last 3 years. I believe low scoring doesn't mean a defensive battle all the time, it can mean efficient control of the field by an alliance. |
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#60
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Re: [Official 2007 Game Design] Radical Tournament Ideas
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Putting reality aside for a minute here: One could find it reasonable to assume that a win of 98 - 4 was probably "easier" to come by than a win of 98 - 75. That is, one could say that the alliance that scored 75 points was probably stronger and more of a challenge than the 4 point scoring alliance. Now, there is a match that ends with a score of 5 - 4. While the winning alliance did less "damage" to get their win, one would have to say that the strength of their opponents was probably not much greater than the strength of the losing alliance in the 98 - 4 match. So, the average loser's score may tend to represent the strength of the alliances a given team has gone up against? Now, to snap back to reality, one of the problems I see is that a team winning 98 - 4, would probably have been able to win 98 - 75, or 98 - 97, had their opponents risen to the challenge (not necessarily, of course), while a win of 5-4 doesn't get much closer. Anyway, to not ramble, it seems like the one measure better than the strength of the schedule is the strength of a given alliance, which could be measured by their winning score? Sure, but just look again at two examples mentioned above: 98 - 4 and 98 - 75. You could argue that (in general) the two 98's are equal, but who had the harder time getting to 98? Maybe the 98 - 4, because the weaker alliance probably played alot of defense? Or maybe it was the 98 - 75 alliance, because there was a better mix of offense/defense throughout (with the 98 scoring alliance playing defense every once in a while, then scoring, rather than focusing solely on trying to score). Maybe the 98 - 75 alliance would have scored a bit more points, if there opponents were as weak as the 98 - 4 losing alliance. I'm making assumptions (and not even considering scoring for the opponents, etc), but do you see what I'm getting at here? Maybe its time I look at data from the elimination rounds, where the strength of a given alliance tends not to change, while the strength of their opponent does (with the progression from the quarterfinals to the semifinals to the finals). Maybe there are some trends there. I don't know.. as I said before, I'm getting more fond of using the loser's score.. what are the strong reasons against my line of thinking? What am I missing here? I really hate the serpentine! Last edited by Joel J : 02-12-2006 at 11:31. |
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