|
|
|
![]() |
|
|||||||
|
||||||||
![]() |
| Thread Tools | Rate Thread | Display Modes |
|
#91
|
||||
|
||||
|
Re: 9.3.4 Match Seeding Points
Wow, someone just pointed out this post I made almost a year ago.
Quote:
|
|
#92
|
|||
|
|||
|
Re: 9.3.4 Match Seeding Points
Quote:
Quote:
Say for an example that the total in one case is 30 (no penalties). If the score is 17-13, then the winning team gets 43 points for seeding and the losing gets 17. Given the same total, if the score is 15-15, both teams get 45 (15+2*15=45) and 45>43. If it is a shutout, both teams get 30 exactly, which is 33% lower than 45. If you read the second half of 9.3.5, you'll see why the above is the case. As for your last point. The doubled part is that if both teams are cooperating for a tie, the scoring capability is still theoretically doubled, thus addressing your point, but you have not addressed mine. The rules have nothing to do with this point. Coopertition bonus is as above. If it is a tie both alliances get the coopertition bonus. If you had actually worked out the math, you would have realized this. In the case of a forced shutout (defend against yourself), your scoring output is only increased by a theoretical value of 33%. Even otherwise, you still will probably bottleneck on the return. On a organized tie, you have a doubled rate of return since there is scoring in both. In either case, scoring ability is increased, but for a given total score, a tie will yield 50% more seeding points for both teams. |
|
#93
|
||||
|
||||
|
Re: 9.3.4 Match Seeding Points
Quote:
In Portland, we were the stongest scoring robot and won all of our quals, so 1st seed made sense. In Seattle, we lost a few matches, but were still a strong robot, but ended up on the #8 alliance On Galileo, we were nowhere near the strongest robot, since we had Wildstang, HOT, Exploding Bacon, and many other top teams in our division. We did have a very favorable match schedule, and OPR analysis said we'd be in the top 3. We ended up seeding 2nd. We were 3rd most of the time, with 111 and 67 both having the same W/L/T record, but the Qual points were much higher than ours. The only reason we hit 2nd was because HOT lost a match at the very end. We had a slight chance at Finals on Galileo (except for sudden technical difficulties and a match stuck on another robot's bumper), but 111's alliance would have thoroughly thrashed us if we had made it that far. Basically what I'm saying is that I agree with you. The new (to most people) system rewards the strongest scorers that win by the slightest margin possible. That being said, I would have preferred that the coopertition bonus not be twice the loser's score (just 1x), and the loser's seeding points should have been their own score plus half (or some other fraction) of the winner's score. Then it would never be /more/ beneficial to score for your opponent, but only equally beneficial at best. Then a ball in either goal benefits the winner, but the losing team only wants to score for themselves. For example (under the 'engunneer rules' just described), if the match is currently R20-B15, Blue wants to score a point the normal way (20-16), because it adds 1 to both seeding scores (R36-B26), whereas if they scored against themselves (21-15), Blue would only get 0.5 of a seeding point, while Red still gets the whole point. (R36-B25.5) Red /could/ score in either goal, since both give them a seeding point, but they would prefer to score (21-15) because of two reasons: It blocks Blue from 0.5 seeding points, and increases the Spread that Blue needs to score to catch up by 1. Unfortunately, that removes the incentive for the winner to win by as close a margin as possible. To correct that would probably make the rules pretty complicated (while still making each team want to score the normal way instead of against themselves). Without that incentive, the matches will be blow-outs, which is somehow seems like it would be less exciting to watch. engunneer rules also include 1 point for a robot entirely within the tunnel at the end of the match ![]() One other scoring thing in the official rules that I agree with - hanging scores just enough to break close games in an exciting fashion, but not so much that you want a robot that only hangs (as opposed to ramp robots as in 2007, which often decided the match no matter what was hanging on the rack.) There are also no crazy multipliers in the game, which always confuses the general public. There is no analogous sport that they can take that experience from. At least now we can describe the hanging as being like an extra point, and suspending as a two point conversion. That rambled more than expected, sorry. |
![]() |
| Thread Tools | |
| Display Modes | Rate This Thread |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Match Ranking Points | Daniel Bathgate | Rules/Strategy | 3 | 06-01-2008 00:25 |
| pic: QF match that set new record score = 220 points | CD47-Bot | Extra Discussion | 3 | 29-03-2004 15:34 |
| Seeding System | Koci | Rules/Strategy | 23 | 25-03-2004 15:27 |
| pic: YMTC: 150 points or 100 points? | CD47-Bot | Extra Discussion | 4 | 25-03-2004 01:53 |
| Seeding Calculations | archiver | 2000 | 50 | 23-06-2002 21:57 |