The Century Club (for alliances scoring 100+ points)

We saw a lot of great matches at the B.C. VRC Championships this weekend. When the championship alliance of 6264, 6264E (Shawnigan Lake "Shawkbots) and 2V (Gladstone “Robosavages”) put the right combination of robots on the field they regularly scored in the 90’s and twice broke into the “Century Club” with scores of 100 and 101.

The scary thing is… they had to go to a tie breaker in the finals! :eek:

Match results are here: British Columbia Provincial Championship : Robot Events

What other alliances have broke into the “Century Club” this season?

Jason

Three other alliances are in the “Century Club”.
2587Z, 118
2251A, 2382A
118, 400X
http://vex.us.nallen.me/extras/high_scores

All of those matches are really impressive because you must score most of the cubes and win auto.

Also in the finals they must have went to three games because 7793R has a great auto and I believe scores a close to a full skyrise during a match.

Whoa! That is a VERY cool site. I had no idea it existed (or else I’d have the answer to the question.)

It’s going to be great to see how many more members there are in the Century club as the various state championships unfold.

Think anyone at worlds will top 110?

Jason

That’s not possible; the top score possible without some extreme measures (corner of cube in skyrise, picking opponent’s skyrise pieces off the ground) is 108.

108 is pretty extreme as well. It requires owning the goal behind the protected tiles on the other side of the field.
107 is the reasonable cap unless teams have catapult or insane forward reach.
154 7 sections 8 cubes
14
2
10
9*1
Sums to 107

Or they just score the point and take the warning for doing so (provided it isn’t match affecting).

2587 and 118 broke 100 twice at the south texas regional. First in SF 1-1 with 100 points and a second time in Final 2 where they got 104 points. They would have scored 107 but unfortunately the last red cube fell into a blue tile.

Teams that can score 100+ are truly amazing. According to this spreadsheet, 100+ is at least 92% of the max score possible. 110 is the true limit of match score. But I agree that 107 is the highest realistic score.

https://docs.google.com/a/cherrycreekschools.org/spreadsheets/d/1yTauCh7N0QGa_70ggdUmWICBjJ_e_PGQOxm52nnyFXk/edit?usp=docslist_api

Well… “not possible” and “extreeeeeemly unlikely” are two entirely different things, eh? I’ve said “not possible” and been proved wrong one too many times now.

Sooner or later someone is going to drop a skyrise piece against the right alliance. No??? :slight_smile:

Jason

I think 104 was an incorrect input since they took it out of robot events and from the http://vex.us.nallen.me/extras/high_scores website.

How many matches would a team be able to “take the warning” before you dish out a DQ instead? Finite or infinite? Assuming not match affecting of course.

That assumes the opposing alliance is able to build an 8-section tall Skyrise. Which I have yet to see a VRC team be designed to do, since it is a pretty unreasonable thing to design your robot to do. If anyone has seen such a robot, feel free to correct me, but even if such a robot existed, I doubt that it would be a good enough robot to break the record regardless, even if they were able to successfully build an 8-tall Skyrise and had a very good partner. I only say this because typically the best teams don’t design their robots to do things that are considered to be unreasonable such as this. Most teams don’t even have robots capable of picking Skyrise pieces off of the tiles, and even if they did, they would have to drive the length of the field to pick it up, and again to score it.

Thanks to the VEX DB site, I just realized that this was the highest combined match score ever for VEX highrise. (101-69)

It sets a high bar for some upcoming state championships, but that’s the way we play in BC… you’ll be seeing these folks at worlds!

Jason

The manual allows refs to take very different positions on this I think. This is my biggest problem with the warnings system - it makes it hard for teams to know how strictly the rule will be enforced. Refs at events should be very clear about the progression (e.g. “if you do something similar again, I will have to disqualify you”), but between different events with different refs there’s a high level of uncertainty and that affects they way teams have to strategise.

Personally, I think the answer is that it would depend on whether the cube that the team scores in their opponents’ protected area is descoreable or not. In the former case, infinite.

Of course, the “match affecting” standard (i.e. does an action change the outcome of the match) isn’t a hard line. For any action there is a certain likelihood that the action affected the match outcome. In this Toss Up Q+A, Karthik said:

(Emphasis mine). In context Karthik was talking specifically about disqualifications for match affecting violations, not disqualifications for multiple warnings.

The way I have reffed this before is based partly on that thread. Warnings for more severe violations, that were more likely to affect the match outcome, count up more quickly. I would also not disqualify a team on a rule violation that was minor and didn’t get the offending alliance any closer to winning the game, even if the team had a lot of previous warnings. However, these minor violations do get recorded as warnings that make a future disqualification for violating the same rule more likely. This is just what I think is sensible. It’s consistent with everything the GDC has said; where the rules say “Teams that receive multiple warnings may also receive a Disqualification at the head referee’s discretion”, this is how I make those discretionary decisions.

If a team is going for a score of 108, They have to have won autonomous. As long as they have a full 7+8 skyrise and all their cubes scored they are guaranteed a win provided they have at least one post ownership point. The strategy in that case that maximises the team’s chance of winning is to put all their cubes in undescoreable positions. So if they score an undescoreable point in their opponents’ protected goal, they are doing something that makes them more likely to win (maybe a tiny amount more likely, but still more likely). If they did this every match, it would eventually escalate to a disqualification (even if they won every match by a large margin). The number of games it would take to reach that point would depend mostly on the margin of victory in those games.

If the cube they score is descoreable, and they could have scored it somewhere else, then the rule violation is making them less likely to win. If they did this every match, and the action didn’t interfere with their opponents’ building of the skyrise, and they never violated <SG9> in any other way, I would not disqualify them.

These are just my own thoughts. Before making these decisions I always talk to the other refs at the event, and that could make me see the situation differently. Also, I think this is only one of many decisions a reasonable ref could come to on this question (and like I said above, I don’t think that diversity of possible enforcement styles is a good thing for teams).

the way I see it: as we approach worlds, the only opportunity to see more Century Club scores will be quarterfinals of each division, when the 1st seeded alliance faces the 8th. after that, the robots will be extremely powerful competitors, and probably won’t allow their opponents to score above 100.

Jason

[http://www.vexrobotics.com/wiki/Highrise

:p](http://www.vexrobotics.com/wiki/Highrise)

I don’t know if that’s true. It’s not necessarily a defense game at all. If you get autonomous and score all your skyrise and cubes…you win.

You don’t have to play defense. Of course there will be some defense, but I don’t think it will be anything even close to past years.

I wouldn’t be so sure. We are starting to see alliances running out of cubes with time to spare. I’m sure that in eliminations one robot on an alliance will be able to handle a full skyrise and fill it with cubes with enough time left over for scoring on posts. If you can stop your opponent from getting cubes, stop them from scoring them effectively, or stop them from bringing them back to score on the skyrise, then the whole game will be changed.

Added a new alliance to the club today, 5212A and B scored 100 in f2 at the Idaho state tournament. I didn’t realize how hard it is to break that mark In a match until today… It has to be a near perfect run.

NZ Nationals Technology division finals 3. 7682 + 2915A
Something broken on the robotevents.com event page so it’s not currently showing up on Nathan’s VexDB high scores page.
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