Re: Featherweights - Active weapon rule
Quote:
Originally Posted by Danjr1
What about a higher weight limit for feathers that aren't boxes of flippers? Or a lower limit for boxes?
It's the kind of thing you see in motor racing to entice things
This was brought up the the older Active Weapon Proposal thread a while back. Suggestions were made that armoured boxes/pushers were limited to 10kg, while weaponed robots could make use of the full 13.6kg as a form of encouragement to fit weapons. It's a nice idea in my mind but it got left behind along with the rest of the thread when it became clear there weren't enough people in favour of it.
It's got its pros and cons as with any argument on here, but any thoughts on it now?
Re: Featherweights - Active weapon rule
Quote:
Originally Posted by harry hills
no. lets not do that. sorry if i apear rude but i did not think there was this much of a crippling problem with the featherweight fights.
Snap, but I thought people were looking for ideas of enticing different types of robot into the featherweight class. If you could equalise weaponry in some way, then no 1 weapon has an advantage over any other but again, policing such a rule set would be difficult.
Re: Featherweights - Active weapon rule
in a way its a good idea since its not hard to make a rambot in 10kg but then what about all the rambots that already exist that are 13.6kg?
Re: Featherweights - Active weapon rule
Quote:
Originally Posted by Danjr1
In my mind, the only fair way to ban boxes would be to ban any new boxes/competitors.
I think it's safe to say we have pretty much agreed we don't want to ban any perticular design in regards to boxes as builders, EO's think otherwise. I feel bringing this issue back up is like going round in circles.
Quote:
Originally Posted by harry hills
What about a higher weight limit for feathers that aren't boxes of flippers?
Too much fussing, complication and auditing required.
Re: Featherweights - Active weapon rule
Just finished rebuilding Baramot my rambot. Cannot fit a weapon to it as its on the weight limit as it is. The drive system alone weighs in at 6 kilo. It cost more to build than both of my spinners put toghether. Would not want to have spent that much on it just to do whiteboards with it. It will damage its opponents just ask Extreme. (Tom A).
Re: Featherweights - Active weapon rule
Seraph is a very simple robot
2 motors a speed controller,
battery and radio gear.
And came second overall at the last event.
It is made entirely of HDPE
Is very reliable,
didn't cost that much
can get out of the pit
and is interesting to watch.
COPY IT!!! :D
Re: Featherweights - Active weapon rule
Quote:
Originally Posted by dragonmaster_1
Just finished rebuilding Baramot my rambot. Cannot fit a weapon to it as its on the weight limit as it is. The drive system alone weighs in at 6 kilo. It cost more to build than both of my spinners put toghether. Would not want to have spent that much on it just to do whiteboards with it. It will damage its opponents just ask Extreme. (Tom A).
In the same boat! Although my build quality leaves a lot to be desired so I doubt we are in the same league :lol:
Re: Featherweights - Active weapon rule
Quote:
Originally Posted by craig_colliass
Seraph is a very simple robot
2 motors a speed controller,
battery and radio gear.
And came second overall at the last event.
It is made entirely of HDPE
Is very reliable,
didn't cost that much
can get out of the pit
and is interesting to watch.
COPY IT!!! :D
its very hard to copy something like seraph and make it your own :)
Re: Featherweights - Active weapon rule
I'm at the moment making an active axe type of feather, with an electric powered mechanism no one else has tried (to my knowledge) this is going to be a type of Seraph robot,
as far as copying
how many Iron Awe clones are out there?
And all the pusher boxes.
also try to make something completely wacky
make a robot out of an electric kettle! :shock: :shock:
Re: Featherweights - Active weapon rule
Want to give us an idea of that axe mech?