Announcement

Collapse
No announcement yet.

Featherweights - Active weapon rule

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Re: Featherweights - Active weapon rule

    In my mind, the only fair way to ban boxes would be to ban any new boxes/competitors. It would keep current competitors happy as they can naturally progress onto more complex machines if and when they feel ready and basically ban any further boxes from entering. But again, I think the rule is wrong.

    Comment


    • Re: Featherweights - Active weapon rule

      don't ban types of robot, encourage different types

      Comment


      • Re: Featherweights - Active weapon rule

        I think that the whole argument about bringing spinners back for normal events has gone too far now- I don't think that spinners should be allowed in competitions at RL or RR events as people will not want to get their robots smashed up at every event and the arenas cannot take full combat with spinners getting thrown OOTA etc.

        I think that spinners nowdays should have their own exhibition style class where damage is controlled- still enough damage to please the audiences but safe enough for the arenas to contain it safely. By having a couple of robots designed to break apart we can make the shows more exciting.

        If you want full combat then build a featherweight spinner and go to the robochallenge events where you can use it properly- thats what I did!

        Comment


        • Re: Featherweights - Active weapon rule

          my point is whatever people's reason for competing most won't want to have to spend large quantities of money to repair there robot after an event

          instead of banning boxes i think we should concentrate more on helping new builders make bots with active weapons. ie get the wiki up and running, get some good guides on there (like australian robot wiki), bring out lifter kits etc etc

          Comment


          • Re: Featherweights - Active weapon rule

            This topic is Featherweights - Active weapon rule I think talking about heavyweights and even considering them is way off topic and a whole different kettle of fish. It's true that featherweight's weapon can have the equivalent power of a heavyweight from years ago but heavyweights now could be much more scary.

            @Jamie, I think we are thinking along the same wave length there.

            Comment


            • Re: Featherweights - Active weapon rule

              Originally posted by harry hills
              don't ban types of robot, encourage different types
              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

              Comment


              • Re: Featherweights - Active weapon rule

                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.

                Comment


                • Re: Featherweights - Active weapon rule

                  Originally posted by Danjr1
                  In my mind, the only fair way to ban boxes would be to ban any new boxes/competitors. It would keep current competitors happy as they can naturally progress onto more complex machines if and when they feel ready and basically ban any further boxes from entering. But again, I think the rule is wrong.
                  I must say that while I like your thinking process, THAT would be discriminating and not the only fair way.

                  What you are saying is we can use other types of bots than you because we have been around longer, which is totally unfair in a tournament.

                  Comment


                  • Re: Featherweights - Active weapon rule

                    lower limit for boxes might work, i see no point in lowering the limit of flippers aswell

                    Comment


                    • Re: Featherweights - Active weapon rule

                      flippers need the extra weight due to the complexity and weight of the parts

                      Comment


                      • Re: Featherweights - Active weapon rule

                        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?

                        Comment


                        • Re: Featherweights - Active weapon rule

                          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.

                          Comment


                          • 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?

                            Comment


                            • Re: Featherweights - Active weapon rule

                              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.

                              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.

                              Comment


                              • 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).

                                Comment

                                Working...
                                X