Dead balls are an issue that have presented themselves in this game, and I’m surprised by the lack of discussion about it.
3.1.2 MATCH Logistics
If an ALLIANCE’S BALL becomes stuck in an ALLIANCE’S ROBOT, the ALLIANCE may signal to the Head Referee that the BALL is “dead” by holding the yellow “DEAD BALL” placard against the DRIVER STATION acrylic. At this point, the Head Referee will suspend the CYCLE (TRUSS and CATCH points are maintained, ASSIST accruals are voided) and re-illuminate the PEDESTAL, beginning another CYCLE for that ALLIANCE. If the ALLIANCE has not yet begun a CYCLE, the Head Ref will illuminate the PEDESTAL to begin the first CYCLE for that ALLIANCE once the dead BALL is the ALLIANCE’S only BALL on the FIELD that has not been SCORED. If the dead BALL is freed, that BALL must be removed from the FIELD through one of the ALLIANCE’S GOALS or by passing to an ALLIANCE HUMAN PLAYER. The ALLIANCE may continue to earn POSSESSIONS, ASSISTS, TRUSS and CATCH points with the live BALL but will not be credited for a SCORED GOAL with the live BALL (though if the BALL otherwise meets the definition of SCORED it will be handled as SCORED by FIELD crew) until the dead BALL is removed from the FIELD. Consequently, the ALLIANCE will not begin a new CYCLE until the freed dead BALL is removed from the FIELD. Each ALLIANCE is allowed to indicate one (1) BALL as “dead” per MATCH.
Lets break it up.
The Head Ref will illuminate the PEDESTAL to begin the first CYCLE for that ALLIANCE once the dead BALL is the ALLIANCE’S only BALL on the FIELD that has not been SCORED.
Similar to “traditional” pedestal issues, the head referee isn’t always quick at relighting the pedestal. (However the head referee at Howell was very good at this.) This generally causes match delays, however it’s not that significant.
What happens when both alliances call a dead ball at the same time? The head referee is bound to notice one before the other, which will result in one pedestal being illuminated before the other. Again, a fairly minor issue, unless it’s in the closing seconds of the match.
If the dead BALL is freed, that BALL must be removed from the FIELD through one of the ALLIANCE’S GOALS or by passing to an ALLIANCE HUMAN PLAYER.
What exactly is the human player supposed to do with the dead ball in the event the ball is passed to them?
The ALLIANCE may continue to earn POSSESSIONS, ASSISTS, TRUSS and CATCH points with the live BALL but will not be credited for a SCORED GOAL with the live BALL (though if the BALL otherwise meets the definition of SCORED it will be handled as SCORED by FIELD crew) until the dead BALL is removed from the FIELD.
How exactly are the referees supposed to keep track of which ball is dead and which ball is live, when it’s hard enough to tell the difference between different coloured balls when there 4 robots and 2 balls all together bashing into each other (see 2:26 of this video.)
And now for my favourite one…
Each ALLIANCE is allowed to indicate one (1) BALL as “dead” per MATCH.
Why? What strategic advantages do teams have for calling multiple dead balls? If I have 2 alliance partners who both die in autonomous, I literally cannot score anymore points, other than drawing fouls (everyone’s favourite, right?). How would you feel if this specific event were to happen in on Einstein final match 3?
The major issue with dead balls is the GDC’s apparent lack of foresight in seeing them! The dead ball update didn’t come until 6 days after kickoff. Why was this not in the original set of rules? Teams picked up on this within hours of the manual being released.