Posted: Wed May 05, 2004 3:01 am
What are the skills that we seek to reward in racing?
On 5/3/2004 Steve back in AZ wrote in from 130.13.xxx.xxx:
"Two words: Drag racing.
Blow a start, and lose by being last to the finish or red-lighting.
Blow a motor...too bad. So sad. Looks rad. Keith H. can chime in here.
ET's NEVER won an NHRA championship...only crossing the line in front of your opponent in a dual-lane race. ET's (elapsed times)are for qualifying, and I'll concede to J.G., even for the prelims & quarterfinals. But semis and finals should be first across & cleanest. Pure racing. No charades, races in both lanes
Steve I see your point-particularly as it pertains to drag racing cars.
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In any game there is a set of rules. The rules are generally "Weighted" to make the game fair and interesting, and to reward the type of play valued the most.
For example let's create… a rule poorly weighted,- in Scrabble if we were to give the letter "Q" a value of 300 points it might be reasonable to say that the winner of a scrabble game would likely be the one who by chance selected the letter "Q" in his draw of the tiles.
The skills to be rewarded in Scrabble tend to be vocabulary, and positioning, and keeping track of which tiles and high word score spaces are left. The chance of drawing the letter "Q" should not outweigh these other valued skills.
I don't know baseball, but if we were to move the pitchers mound in by 40 feet and raise the height of the mound a few feet- it would seriously affect the game. Other skills might not count as much for a win. Certainly fielding skills wouldn't count as much because the number of hits would likely go way down. Marginal hitters might cease to have value.
If we went the other way- how about making a home run anything that makes it past the pitchers mound? How would this change our baseball heros? Would power hitters mean anything? Would the best bunters become our heros?
Steve's drag racing analogy holds water….but mostly for Drag racing cars. The drag racer can offer only a few prized skills: throttle control, reaction time, and steering in a straight line. Well we can assume that almost all of the competitors will steer it in a straight line (but we'll have an exciting crash for the one that doesn't), So we are left with throttle control and reaction time. The other varients might be Horsepower, transmissions, engineering, aerodynamics, etc…. but most of those are attributable to the Machine not the man. Most spectators/sponsors are more interested in the Man than the machine- or we would see the dragsters up on the podium.
Slalom skateboarding is not drag racing. We are the engines, we are the areodynamics, we are the mechanics, we are also the drivers.
So since these are human traits (in skateboarding) as opposed to machine traits (in drag racing) it would figure we would want to reward the human traits that are directly influenced by the people racing. In racing sports you will see that we always seem to try and "equalize" the MACHINE part of the equation. For instance you wouldn't see someone enter F1 racing with either a engine twice as large as the rest of the field, or with 4 wheel drive and ABS, and computerized traction monitoring systems.
I also doubt we would like to see a lower skilled racer on a carveboard enter and win a standup downhill skateboarding event.
Again what are the skills that we seek to reward in racing?
Are there more human factors to count in slalom skateboard racing than in Drag racing?
Yes.
In between the first and last cone the skills rewarded are:
1. Low end pumping acceleration
2. Top end pumping speed
3. Handling cones at speed
4. Accuracy
5. Endurance
6. Power
7. Agility
8. Balance
9. Flexibility
10. Extension
11. Selecting a line
12. Strategy
13. Body positioning
14. Aerodynamics
15. Matching equipment to the course
For these skills within a course and considering a group of skilled tightly spaced racers the difference between 8 racers can easily be lower than .3 seconds.
For reaching the first cone the skills rewarded are:
1. Timing your moving start to the anticipation of a chime (not a skateboarding skill)
2. Being able to execute and upright row of significant power (not a skateboarding skill)
The differences of times at starts currently can clearly be more than .5 sec. and if you get hung up on the gate…significantly more than that.
Should Anticipation timing, outweigh the others?
IMHO…the pitchers mound is too high. This skill is too heavily weighted in our racing. If our courses were 5 times as long it would be fine……but then- ENDURANCE would be too heavily rewarded. Everything is a trade-off, and the idea is to select trade-offs that make sense.
But how can we force racers to start within a close margin to each other yet still time each one and not overweight the factor of the common start?
Well- the larger the "start window" the less the weight of the common start. Both lanes are independently timed and each start is registered by the racer crossing the tape switch at the top of the course. Both racers have the same "start window" within which to cross the line.
So lets say the start window is .5 before the beep and .7 after the beep for a 1 seconds start window.
Well since we rarely see starts with more than .5 seconds between opponents- the anticipation of the chime is completely negated.
But if we consider the Anticipation of the start to be a skill……we just completely eliminated this skill from the skill set.
So lets say INSTEAD the start window is .0005 before the beep and .0015 after the beep for a .002 second start window. Now the amount we have affected the weighting of the common start is neglibible. (In actuality- likely no one would be able to start within the start window)
So make it .2 before the beep and .3 after the beep for a start window of .5 seconds. Now the "start window" has some value and is weighting the start. Starts slower than .3 seconds after the beep are penalized, but ones before .3 are not ( unless they are really early). The weighting of the start window as compared the FCR starts is actually .3 since in FCR you can't go before the gates open.
Again in a skilled set of racers I would expect that the "start window" could be narrowed a bit in finals - likely Steve would like this progression- with the new system proposed it would be easy to implement.
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I'm sure in auto racing a lot of thought went into weighting different factors. Slalom skateboarding racing has not had so much experience to assume that the rules have been weighted properly.
On 5/3/2004 Steve back in AZ wrote in from 130.13.xxx.xxx:
"Two words: Drag racing.
Blow a start, and lose by being last to the finish or red-lighting.
Blow a motor...too bad. So sad. Looks rad. Keith H. can chime in here.
ET's NEVER won an NHRA championship...only crossing the line in front of your opponent in a dual-lane race. ET's (elapsed times)are for qualifying, and I'll concede to J.G., even for the prelims & quarterfinals. But semis and finals should be first across & cleanest. Pure racing. No charades, races in both lanes
Steve I see your point-particularly as it pertains to drag racing cars.
----------------------------------------
In any game there is a set of rules. The rules are generally "Weighted" to make the game fair and interesting, and to reward the type of play valued the most.
For example let's create… a rule poorly weighted,- in Scrabble if we were to give the letter "Q" a value of 300 points it might be reasonable to say that the winner of a scrabble game would likely be the one who by chance selected the letter "Q" in his draw of the tiles.
The skills to be rewarded in Scrabble tend to be vocabulary, and positioning, and keeping track of which tiles and high word score spaces are left. The chance of drawing the letter "Q" should not outweigh these other valued skills.
I don't know baseball, but if we were to move the pitchers mound in by 40 feet and raise the height of the mound a few feet- it would seriously affect the game. Other skills might not count as much for a win. Certainly fielding skills wouldn't count as much because the number of hits would likely go way down. Marginal hitters might cease to have value.
If we went the other way- how about making a home run anything that makes it past the pitchers mound? How would this change our baseball heros? Would power hitters mean anything? Would the best bunters become our heros?
Steve's drag racing analogy holds water….but mostly for Drag racing cars. The drag racer can offer only a few prized skills: throttle control, reaction time, and steering in a straight line. Well we can assume that almost all of the competitors will steer it in a straight line (but we'll have an exciting crash for the one that doesn't), So we are left with throttle control and reaction time. The other varients might be Horsepower, transmissions, engineering, aerodynamics, etc…. but most of those are attributable to the Machine not the man. Most spectators/sponsors are more interested in the Man than the machine- or we would see the dragsters up on the podium.
Slalom skateboarding is not drag racing. We are the engines, we are the areodynamics, we are the mechanics, we are also the drivers.
So since these are human traits (in skateboarding) as opposed to machine traits (in drag racing) it would figure we would want to reward the human traits that are directly influenced by the people racing. In racing sports you will see that we always seem to try and "equalize" the MACHINE part of the equation. For instance you wouldn't see someone enter F1 racing with either a engine twice as large as the rest of the field, or with 4 wheel drive and ABS, and computerized traction monitoring systems.
I also doubt we would like to see a lower skilled racer on a carveboard enter and win a standup downhill skateboarding event.
Again what are the skills that we seek to reward in racing?
Are there more human factors to count in slalom skateboard racing than in Drag racing?
Yes.
In between the first and last cone the skills rewarded are:
1. Low end pumping acceleration
2. Top end pumping speed
3. Handling cones at speed
4. Accuracy
5. Endurance
6. Power
7. Agility
8. Balance
9. Flexibility
10. Extension
11. Selecting a line
12. Strategy
13. Body positioning
14. Aerodynamics
15. Matching equipment to the course
For these skills within a course and considering a group of skilled tightly spaced racers the difference between 8 racers can easily be lower than .3 seconds.
For reaching the first cone the skills rewarded are:
1. Timing your moving start to the anticipation of a chime (not a skateboarding skill)
2. Being able to execute and upright row of significant power (not a skateboarding skill)
The differences of times at starts currently can clearly be more than .5 sec. and if you get hung up on the gate…significantly more than that.
Should Anticipation timing, outweigh the others?
IMHO…the pitchers mound is too high. This skill is too heavily weighted in our racing. If our courses were 5 times as long it would be fine……but then- ENDURANCE would be too heavily rewarded. Everything is a trade-off, and the idea is to select trade-offs that make sense.
But how can we force racers to start within a close margin to each other yet still time each one and not overweight the factor of the common start?
Well- the larger the "start window" the less the weight of the common start. Both lanes are independently timed and each start is registered by the racer crossing the tape switch at the top of the course. Both racers have the same "start window" within which to cross the line.
So lets say the start window is .5 before the beep and .7 after the beep for a 1 seconds start window.
Well since we rarely see starts with more than .5 seconds between opponents- the anticipation of the chime is completely negated.
But if we consider the Anticipation of the start to be a skill……we just completely eliminated this skill from the skill set.
So lets say INSTEAD the start window is .0005 before the beep and .0015 after the beep for a .002 second start window. Now the amount we have affected the weighting of the common start is neglibible. (In actuality- likely no one would be able to start within the start window)
So make it .2 before the beep and .3 after the beep for a start window of .5 seconds. Now the "start window" has some value and is weighting the start. Starts slower than .3 seconds after the beep are penalized, but ones before .3 are not ( unless they are really early). The weighting of the start window as compared the FCR starts is actually .3 since in FCR you can't go before the gates open.
Again in a skilled set of racers I would expect that the "start window" could be narrowed a bit in finals - likely Steve would like this progression- with the new system proposed it would be easy to implement.
----------
I'm sure in auto racing a lot of thought went into weighting different factors. Slalom skateboarding racing has not had so much experience to assume that the rules have been weighted properly.