Re: Featherweights - Active weapon rule
Is there no way spinners can be run in a way that it just gives the other robot a nasty knock or flips it over rather than destroying it? If say there's a RPM limit or a max weight limit on the spinning element?
I always thought axes etc aren't that common as they aren't that effective? So people would rather spend their money on a flipper or a good rambot?
Re: Featherweights - Active weapon rule
If I remember correctly, matilda had a spinning disc at one of the Roaming Robot's events. It was only low speed though, and it's different when a house bot has a spinner, as it is a lot easier to check that one bot is safe, rather than go aroud checking lots of feather weight bots.
Re: Featherweights - Active weapon rule
I think what Ed and Alan are saying is
FORGET SPINNERS!!!!!!!!!!
But I could be wrong :mrgreen:
Re: Featherweights - Active weapon rule
Axes on a cheap scale are nothing next to spinners and they're easy to defend against. Probably why they're not the first option for new roboteers.
I stand by what I said earlier. I think the events can be more interesting if there are just 2-3 robots in the arena at any one time. Having 8 or something stupid in there at once means following the action is impossible and all tactics are lost. Hence, people become disinterested. I don't think the robots are the problem, I don't think the arena is the problem. I think the way fights are setup is the problem.
Also, building a spinner which is designed to be ineffective is a waste of money?! It would be like making an awesome car shell, then putting a 49cc engine in it. People are going to realize it's stupid.
Re: Featherweights - Active weapon rule
In the rules there is Dan.
This is probably on a different note entirely but it reminded me of a conversation Gary and I had a few months ago in that technically Scar isn't classed as a spinner. Due to the weight, size and speed of the disc it fulfils none of the criteria to be classed as one in its current setup. Saying that though, if it were a modern motor powering the disc, I have no doubt that if I turned up with Scar running an 8kg disc (less than 20% of the bot) and around 12 inches (less than 24inches) running at 4000rpm that it would still not be allowed in the arena.
I think the way it is currently it could run under the title of rotary lifter as the weapon motor sucks something terrible.
Re: Featherweights - Active weapon rule
I like the mayhem of lots of robots! Plus I think an audience will work on a more is better opinion. Have fewer robots for the later round, when you have time (and reason) to explain each robot and build a story.
Re: Featherweights - Active weapon rule
At the end of the day, spinners cause a lot of shrapnel, if they don't, then they're not going too be too affective. Really, it all comes down to safety, in current arenas, spinners can't be run, they're too dangerous, and as Alan said earlier, it would cost a ridiculous amount to upgrade arenas.
Re: Featherweights - Active weapon rule
Quote:
Originally Posted by geeza
I agree that a box is the start for almost all roboteers these days, but I think that the time has come for some of those guys to thinking about evolving and upping the game.
From what I've seen,Tron, Satanix & the Juggernaughts aside, They're already the most evolved FWs! Literally I have seen good internal changes since Leicester.
Ok, I may only be thinking of 2 or 3 machines here but the pushing featherweights remaining aside from the above exemption list all have roboteers in their first year & a bit. Precisely the starter roboteer we are all on about.
Quote:
Originally Posted by geeza
I think at Kidderminster we should put all the into 3 fights out of the 4. This will help limit the numbers in the arena and possibly seed the robots with weapons so they are evenly split so there is always an active weapon in the arena. Then as Alan said judge the top 3 and proceed to the event winner on a points system from the 3 fights. I want to avoid: 1) having every FW in all the fights as it will be too many, thinking about arming and disarming. 2) having too many broken robots by the time the final show comes around.
Sooo, every FW turns up for a single fight? That's not really encouragement to stick around & learn. Now if that happened with two white boards I'd probably consider it worth it.
Quote:
Originally Posted by geeza
1) having every FW in all the fights as it will be too many, thinking about arming and disarming
Logistical nightmare but I will point out loading &arming 10 FWs still, on the whole, quicker than loading 2 heavys. Disarming is more hassle of course.
While we're having the spinner discussion, exactly what's stopping me from turning up with an angle grinder, again? It's not that destructive & looks great when pushed against metal.
Re: Featherweights - Active weapon rule
No Ceri I do not mean each robot will only get one fight, they will have 3 as is usual.
Re: Featherweights - Active weapon rule
shame about the spinner rules but i would build one and turn the weapon down so all it could do is flip something or hit another 6 feet the other way (a vertical bar spinner is what i had in mind).
I think a part of the box or flipper arguement is the ability to self-right. design a box (invertable) or flipper and all you have to do is design the bot then the weapon (if its a flipper) as both have the built-in ability to get back on their wheels. Design something with an axe and you've got to design the bot, the weapon and then a way to get back onto your wheels.
If anything, ban self-righters! lol