Is it back? For those of us around for 2017, a term called “Climb Roulette” became common place. The general idea was that the end game points were weighted so heavily that if a team on your alliance failed to climb, it could torpedo your chances of winning a match, regardless of what else you do during the match. Steamworks had some really poorly balanced scoring all around, but especially the climbs were valued egregiously high.
This year a climb is worth 25 points. Compare that to a “maximum cycle” being worth 15 points, and a “realistic cycle” being worth 10 points, and a climb is worth 1.5-2.5 cycles. The odds that you’re able to complete that number of cycles in the same amount of time it takes to climb is extremely low. This combined with the fact that there is plenty of room for 3 robots to climb means that climbing is strategically advantageous for every team.
Climbing is old news. It’s a solved problem. The added twist of balancing is certainly interesting, and will enable some teams to provide themselves with an advantage through shifting their weight, but most teams should be able to do a simple pull up.
This is all to say that there should be a lot of climbers at a given event. If you’re down a climber, you need to make up 1.5-2.5 cycles over your opponent. Is that impossible to make up? Definitely not, but it’s a challenge, even distributed across all three alliance members. Also very notable, and a clever game mechanic by FIRST, if the opposing alliance has 2 climbs and I only have one… I’m only down 10 points if I can climb in the center and keep balanced. That’s not a death sentence by any means.
Tl;dr: I don’t believe Climb Roulette is back to the extent it was in 2017, but it is a very highly valued aspect of this game that every team should make a high priority.