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#1
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<G14> - ya win some, ya lose some
The GDC has responded: http://forums.usfirst.org/showthread.php?t=10994
Quote:
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#2
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Re: <G14> - ya win some, ya lose some
So, it may be in our best interest to not win by an infinite factor. Perhaps they'll also amend <G14> to increase the penalty, up to where the alliance loses all it's playing pieces for a match...
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#3
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Re: <G14> - ya win some, ya lose some
In an extra dose of bad luck, you scored 45 points, and the other team scored only 10. Unfortunately you have 40 points in penalties from throwing all the super cells out, or ..... Not only do you loose, but then you are all penalized in the next round.
Good to know. Let's not plan on doing that. |
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#4
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Re: <G14> - ya win some, ya lose some
Still think they should of made a minimal point cap on it, So one alliance has to have at least like 15 or 20 points before the 2x or 3x rules apply.
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#5
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Re: <G14> - ya win some, ya lose some
Oh well, the games must go on!
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#6
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Re: <G14> - ya win some, ya lose some
This restriction is going to make pre-match alliance communication even more important.
Needless to say, things are now a little more complicated... |
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#7
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Re: <G14> - ya win some, ya lose some
I believe that this makes for a more challenging game and supports gracious proffesionalism. We might half to score on ourselves once and a while so what. It also limits the chances of teams relying on super cells
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#8
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Re: <G14> - ya win some, ya lose some
2 purely defensive alliances, one team scores 2 points by a human player mistake and they get a <G14>. [SARCASM]WOW thats fair[/SARCASM]
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#9
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Re: <G14> - ya win some, ya lose some
I think this reminds us that to excel in this year's game, you have to think about more then just being able to score and avoid being scored on...this year, if you want a high rank, you have to allow yourself to be scored on while making sure that you make more points yourself.
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#10
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Re: <G14> - ya win some, ya lose some
Looks like the GDC is digging in its heels on this one. How about we just treat it as another challenge unique to this game, strategize/design for it and move on?
I've got this sneaking suspicion that Chris Fultz and Andy Baker designed this rule purely so they could dispose of it at IRI. Same with <G22> last year. |
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#11
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Re: <G14> - ya win some, ya lose some
Somehow, I was kind of expecting this to happen. But, for reasons I don't understand, I still really like <G14>. I think it's going to make match dynamics really interesting. What if we get matches with no super cells at all? Hmm...
Anyway, since it's here to stay, you might as well embrace it. Whining didn't help anything, and now that we know absolutely for sure the rule means what it says, more whining is completely pointless. |
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#12
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Re: <G14> - ya win some, ya lose some
Quote:
You're telling me that your alliance cannot have 1 person (one of the commanders... maybe?) watch and (approximately) count points and alert the drivers and payload specialists that you've only allowed 'X' points and to stop at your payload specialist to toss a few in your own trailer (by accident, OFC )?Seems to me that a minimum point cap is fairly useless, and that the more difficult situation is a ~20 to 10 score where the game could change on a single throw (supercell). Also, TBH, I do not believe that the loss of a single empty cell or supercell will tip the balance of many games and, in fact, this adds a bit more strategy to the pre-match alliance choices. |
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#13
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Re: <G14> - ya win some, ya lose some
Well the good news is, this simplifies our strategy a bit. We can give the defensive moves a lower priority, and we don't have to worry about going nuts in autonomous to keep the PS from scoring too many. All we'll do for now is score while avoiding being pinned.
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#14
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Re: <G14> - ya win some, ya lose some
That was the entire point in suggesting a minimum score. At low scores the number of points that a supercell can give will very much change the result of the match because double is less than 15.
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#15
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Re: <G14> - ya win some, ya lose some
I agree with this completely. I think a lot of people (especially those who are complaining about how it's unfair to "punish" teams "for being successful") are not thinking hard enough about how this rule is going to play out. There are other empty/super cells available on the field. Also, with three teams on each alliance, that's three chances for each alliance to lose empty/super cells- think about it, a lot of matches could have both alliances starting without all of their game pieces. Plus... this is only the subtraction of one or two game pieces which have to be exchanged and scored in the last 20 seconds of the game. Are most teams really going to be able to score a full four or more in that short of the time period? Probably not. Are they going to make that big of a difference, especially to alliances which are already strong? Probably not.
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