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#1
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Re: Team update 16
Quote:
I will not fault teams for continuing to pursue "lockdown" mode - helping the winner win bigger is still a benefit to the losing team - in effect, the losing team IS pursuing their best interests by doing this - this is how they "WIN" the match when a *real* win is out of reach. It is unrealistic to expect teams to try to WIN under all game conditions when doing so in certain conditions under the existing rules is directly to the detriment of the team. Last edited by Travis Hoffman : 10-03-2010 at 10:19. |
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#2
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Re: Team update 16
Thanks GDC, I love being a guinea pig.
//walks away frustrated// |
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#3
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Re: Team update 16
Thank you GDC.
This is a great update. Now I feel as though playing the match to win is obviously in the best interest of the teams and not much iffy ground is left inbetween. That said, the coopertition has not been eliminated so you still want high scores coopertively. So the intent of the cooperation is intact, but now winning is definitely a benefit as opposed to the 6v0. People may complain about this being late, but I appreciate the fact that they found a problem and fixed it. Better now than never. |
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#4
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Re: Team update 16
Well... lets see how good my math and logic is.
A +5 bonus is basically a kin to a 2 goals for Coopertition points, so things will start getting weird for blow outs (ie 3 goal lead or more). Basically at that turning point, the losing team will want to score for the winning team and the winning team will want to start scoring for the losing team. I did some calcs in Excel and at the FLR, 37% of teams won with a lead of 3 or more on Friday Afternoon. Also the average goals was 2.8 to 2.3 for the Red vs Blue Alliance on Friday Afternoon. However, the average qual points with the new system is 7.5 to 7.1 on Friday Afternoon. The average qual point from ties was 5 on Friday afternoon over the course of 9 matchs which is 18% of matches. I did some fuzzy logic and determined that there were 5 "6v0 matches" during Friday (ie scored 5 goals or more against a team with a score of zero) in which the average qual points is also 7.6 (without a newly defined win bonus). For the record, yes this means my team (2053) was the benificiary of a 6v0 in match 50 and I never realized it. I *think* this will produced the desired results that the GDC and the rest of us is looking for, but it will be hard to say until we see in action. Even just the Psycological effects of winning and getting bonus points for it will have a huge effect on game play. All in all, it looks promising. ![]() Last edited by Martinez : 09-03-2010 at 19:36. |
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#5
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Re: Team update 16
Quote:
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#6
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Re: Team update 16
I'm seeing a trend here...Florida has good BBQ?
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#7
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Re: Team update 16
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wouldn't it be nice if they mixed things up from year to year - or just move Portland to week 2 or 3. ![]() |
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#8
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Re: Team update 16
Thank goodness! However I'm still concerned with FIRST's dislike of high scoring matches. After all, what's wrong with a good robot beating a bad robot?
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#9
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Re: Team update 16
Quote:
"Good robots" vs "good robots" makes for a good show, no matter which side you're on. |
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#10
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Re: Team update 16
I think this has been one of the best updates I have ever seem
Thank you GDC!!! This will help out all of the teams tremendously!!! |
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#11
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Re: Team update 16
Thank you, members of the GDC.
Jane |
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#12
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Re: Team update 16
Dear GDC,
Thank You |
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#13
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Re: Team update 16
Wow that is a huge change, should help eliminate a losing alliance doing better than a winning alliance
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#14
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Re: Team update 16
Woohoo an incentive to win matches!!!
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#15
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Re: Team update 16
Major props to the GDC for this update.
I was in the camp that saw no problem with 6v0 (I wouldn't go quite as far as to call myself an advocate of the tactic). With this update the GDC has clearly expressed that the intent of the seeding system which I will be recommending that my team respect, even in circumstances where 6v0 may still be advantageous for maximum seeding points. Adding provisions for not penalizing incidental ball intrusion, and making the G30 yellow card optional are also great fixes to issues that seemed to crop up as the game was played for the first time. |
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