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Featherweights - Active weapon rule

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  • #91
    Re: Featherweights - Active weapon rule

    that could work if we get enough of us

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    • #92
      Re: Featherweights - Active weapon rule

      i think we could un-ban drum spinners since they give robots a good chuck yet dont do the same damage as the horizontal or vertical disk/bar spinner
      As much as I love drums, any notion of exempting them from the current no-spinners arrangement is a complete no-no. They may not be as powerful as some of the bigger discs but if you under-estimate what they're capable of, then you're in trouble. Drums send stuff upwards, and the weakest part of the current arena protection is the net roof. There may not be as much energy transfer in a drum impact (therefore bits don't fly as far) but robots such as Boner have shown that the debris from drums can be just as dangerous.

      This isn't directed solely at you Matt, I've seen other posts mention about un-banning drums, but as far as I'm concerned, it's not a sensible option. Jonno is experimenting with low-powered, low speed spinners at the moment and that seems to be the most logical choice at this stage for integrating spinners without having to massively overhaul arena protection.

      EDIT: Regarding having one whiteboard fight with spinners and one without, it still doesn't resolve the issue because in order to contain spinners, the RL and RR arenas need hefty upgrades that are just not financially or logistically viable right now.

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      • #93
        Re: Featherweights - Active weapon rule

        very valid point jamie, even if we could get low powered spinners in, it would be a step in the right direction

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        • #94
          Re: Featherweights - Active weapon rule

          I agree, it would be fun to allow spinners again, but everything considered, it's just not practicall.

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          • #95
            Re: Featherweights - Active weapon rule

            The problem would be policing it

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            • #96
              Re: Featherweights - Active weapon rule

              possibilitie of getting your bot destroyed/damaged once a year when competing to be the uk featherweight champion, ok. getting your bot destroyed/damaged every time you go to an event by an army of spinners (allowing spinners to fight at every event will increase the amount of them 10 fold) ever increasing in power competing to win event champ, no.

              allowing spinners at every event will only discourage new builders and decrease the featherweights that turn up to events.

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              • #97
                Re: Featherweights - Active weapon rule

                Also, if featherweight spinners where allowed, it would be pointless having house bots. For example RR's matilda wouldnt stand a chance, even low powered spinners would rip through its shell, and it would be a shame to lose such a cool house bot.

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                • #98
                  Re: Featherweights - Active weapon rule

                  i do think we have to stop hiding from it, if we want this it wont be imidiate, and it will cost a lot for us, the roboteers. we will have to pay to get these new tougher arenas, may have to pay to enter events to cover the cost of transporting the arena, have to pay to build these machines, and we WILL have to pay to fix the damage that has been done to our robots.

                  its all very well us saying build us a new arena for our toys, now! but it wont be instant and it will be expensive.

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                  • #99
                    Re: Featherweights - Active weapon rule

                    Not everyone wants to make a flipper, and no other weapon is as effective other than a spinner. People will not spend money on something which is going to go into a fight at a disadvantage.

                    Previous champions have been rambots so surely that should prove their place in the arena

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                    • Re: Featherweights - Active weapon rule

                      but, low powered spinners (SMIDSY for example) would be perfect

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                      • Re: Featherweights - Active weapon rule

                        Originally posted by blazerbotics
                        a quick guess off the top of my head your looking at £30'000+ to upgrade our arena to be spinner proof, plus a couple of grand every event to cover the additional transport and crew required. .
                        at £100 each that'd require 300 people, i doubt there'd be more than 50 people willing to £100

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                        • Re: Featherweights - Active weapon rule

                          What is the difference between uk robot events which do not currently have that many spinner events and the american events which have very powerful spinners nearly every event. In the US builders can attend just as many events as UK builders, sustain damage and come back next event.

                          They expect to get damaged, they know they have to re-build and are used to it. In the UK we seem to want to protect our machines more, prevent damage and we are too complacent.

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                          • Re: Featherweights - Active weapon rule

                            i'm not going to build a spinner either way, but i would not mind putting my robots against some insane spinner.

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                            • Re: Featherweights - Active weapon rule

                              To be honest, I've spent nearly a year and a lot of money building my rambot to a point where I think it's half decent. If a rule came to ban it, I would be pretty much forced to quit

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                              • Re: Featherweights - Active weapon rule

                                if spinners were run at every event i think most people would redesign/rebuild to create a borring well armoured box with a low powered weapon

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