Welcome Guest [Log In] [Register]
Welcome to Advanced Robot Combat. We hope you enjoy your visit.

You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.

Join our community!

If you're already a member please log in to your account to access all of our features.

Username:   Password:
Add Reply
  • Pages:
  • 1
  • 3
The new CFL Rules & Regulations; READ THESE.
Topic Started: Dec 8 2013, 03:50 PM (612 Views)
That Kode Guy
Member Avatar
Ruiner of All
CUSTOM FANTASY LEAGUE - RULES AND REGULATIONS


Are you a fan of Battlebots? Maybe Robot Wars? Did you ever want to know what it's like? Well, here's your chance in our exclusive robot style RPGs! All you need to do is follow three simple steps to join up.

1. Create your own bots in some sort of computer-aided-design (CAD) program. It can be anything from Rhinoceros3D to Google SketchUp to MSPaint. Basically, you just need a picture of what your bot looks like. If you don't know how to draw or do CAD, you can always ask someone to do it for you on the CAD Request thread in our forums.

2. Enter stats for your bots (see below for stat system).

3. Role play with your bot on a weekly basis. All this means is you have to see who your opponent is for that week, and write up a strategy against them in the Role Playing Board section of the forum. Don't worry, your role play doesn't have to be very detailed. Short and simple works, too. However, detail doesn't hurt, so if you want to really go all out in your strategy, you go for it.


SIGN-UP INFORMATION

Everyone enters 4 bots, one from each weight class (LW, MW, HW, SHW) and assigns them stats using the point system.

- The battles will take place in a Round Robin style (as opposed to the traditional tournament style) in which each bot will face every other bot once with playoffs afterward to determine the champion of each weight class.

- No double entering the competition (that means no smurf accounts or anything like that).


STAFF RULES

- The founder(s) of the tournament and the writing staff for a tournament are obligated to check ALL entries in the competition before the season begins, to avoid stat and design discrepancies mid-way through the season.


ROLE PLAY RULES

In these leagues, we have always made it a priority to focus on both aspects of robotic combat: the design and the driver. It has been said before that a good driver with a poor robot can beat a bad driver with a great robot the majority of the time and I, personally agree with that notion. This is why it is important to know the proper way to strategize and win a battle against a formidable opponent. First let’s go over the ground rules and the basic etiquette, if you will:

1. ROLE PLAY ON TIME - New fight cards are posted every week. Check the fight card to see when the due date for the card is. As long as you get your role plays in before then, you'll be fine. Always role play in "Fantasy RP Room" in the forum. If you role play AFTER the deadline, you still might be able to get your RP in before it's too late but do it fast because after the deadline, the writer's start to do the results and they aren't waiting on you. If they get around to your result before you have your role play in under the RP board, it goes in as a forfeit and you lose.

2. Be polite – It’s usually common courtesy to extend a wish of good luck to your opponent at the end of an RP, although not necessary. The main idea here is that you do not talk down to your opponent, that you do not regard their robot or their stat allocation as idiotic or anything of such. It is perfectly possible to say that the opponent is poor without resulting to poor manners.

3. DO NOT REFERENCE YOUR OPPONENT'S RP – This is one that I cannot stress enough. Even vaguely referencing them is frustrating and completely ruins the system of trust. Waiting for your opponent to RP in order to get an idea of what they are doing, and then just ‘happen’ to defend yourself against that tactic is frustrating as well. Try not to read your opponents RP at all, until you have finished yours if you can avoid it.

4. Do not be arrogant – This is an extension of being polite but is way more important. Even if you’re fighting a Y-Drive spinner that has an omni-wheel drive, just simply state your tactics and how the opponent will succumb to them.

5. Be concise, but specific – This is one I have a problem with doing. Sometimes you just don’t have the time to write less, so you end up writing more to be more specific. This isn’t saying that you shouldn’t be specific, but simply that it’s easier for the result writer if you restrain from being verbose. Try to say the most in the least number of words.

With that said let us look at a sample role-play (RP):

“For this fight, I'm gonna go for all out aggression, but maintain enough control to avoid hazards. I have a slight advantage in speed, equal torque, and a one point disadvantage in armor. Armor should not be a factor here, as if he reads this before posting I offer up a challenge of a ram bot duel. Nothing but slamming each other into the walls like a drunken hillbilly abusing his kids. Either way that will be my strategy. I'll come at him full speed with the plow and try to juke him. His narrow wedge should afford me a shot at getting under his wheels and turning him to the side for a big slam. My "fangs" should catch on his wheels and hopefully when we hit the wall the force will damage his wheels or drivetrain. If I can't juke him out after a few tries, I'll reverse and bring the wedges at him. they should have no problem sliding under him, and then I can to a maximus style "backslap" into the wall, let him drive off my other end, then use that end to slam him into the opposite wall. All the while I'll be careful to avoid the nail. If he gets under me I'll use my superior speed to escape and get back on the offensive. Let's face it, it's simple, but Copperhead doesn't require that much strategy, I'll just be aggressive and slam him into everything I can.

Good luck and may the best bot win.”

This is an example of a great RP. It’s concise, yet it hits all the important parts that the writer wanted to emphasize. He mentions the advantages he holds in the stats, while downplaying any disadvantages. He uses his robot’s statistic advantages (high speed, and torque) to the full extent, mentioning how exactly they work and how he uses them to defeat the other robot. He then uses the robot’s design advantages (the shape of the wedge, his ‘fangs,’ etc.) and how they will make a play to give him the upper-hand. Lastly he takes about specific strategic decisions that he will make, such as trying to juke-out the opponent, and to get under the opponent and slam them.

This RP, I feel, hits the basics of what an RP should be. He mentions the advantages he has, both in stats and design, and downplays any disadvantages that he may have. He talks about specific strategies and how they will play into him winning. He is nether arrogant, or presumptuous. It is concise, but talks about everything that needs to be talked about.

The important thing to remember is that an RP is an argument. You are trying to debate and convince the result writer why exactly you should win, through use of statistical, design, and strategic advantages.


STAT SYSTEM

As previously stated, the point system will be the same as the past three tournaments with 28 points being divided up between Speed, Armor, Torque, Traction, and Weapon.

Speed: This stat affects how fast your bot moves around. For thwack bots, including Y-drives, however this acts as your actual spinning speed while thwacking.

Weapon: This stat affects how powerful your bots weapon is. If this stat is higher than your armor, then it is also reflective of your bots weapon armor. For thwack bots, including Y-drives, this stat indicates the bots actual floor maneuvering speed, while your bot is spinning.

Torque: This stat determines not only how pushy your bot is, but also the acceleration that you push another robot at.

Traction: This stat governs acceleration and a bot's ability to have control.

Armor: This stat is how durable your bot is. The higher it is, the more damage it will be able to withstand. As with Weapon, if it is higher than your weapon power, than this stat will be reflective of the weapon armor.


IN-DEPTH BOT DESIGNING DETAILS

Overview: This set of rules and regulations will govern all RPG's officially sanctioned by ARC. Drowning City will not officially support RPG's that do not use these rules. This document is meant to be as all encompassing as possible, but remember that we promote abstract thinking. If you have a design not covered under this document, present it to the moderators first. At that point a decision will be made and agreed on by no less than 3 members of the ARC RPG staff, as well as the person running the league (if it is an RPG sanctioned but not run by ARC). Remember though that we are busy, and you need to present your designs in a timely fashion if you want them considered.

Note: There have been formulas added to this list in order to get a more detailed look into each individual match and prevent certain designs from going out of control. On that note, these formulas are not hard and fast rules, they are “helpful guides” so to speak. Meaning, if a bot is calculated to have a 50% chance of KOing a certain bot, we’re not just going to flip a coin and decide his fate on that. That might be a factor if both design and role play factors are dead even, and we have to go on stats solely to determine the outcome. They are intended for you, as the RPer, to use the formulas to your advantage when necessary and for the writers to “keep in mind”. That doesn’t mean they are not important, just don’t take them religiously. Aside from that, though, here are the rules we have set in place.


I – Designs

1 – Legality: All designs must comply with the regulations of the RFL for legality. For example, no external combustion engines, liquid or gaseous weapons, electrical stun weapons, RF jamming, entanglement devices, etc. ARC does allow the use of flames as a weapon but not in the form of plasma or oxy-acetylene cutting torches. If you are unsure of your weapon’s compliance to the RFL rules, ask a moderator (preferably Fish of Doom or StarlessSoldier)

2 – Weight: Obviously we can’t weigh a picture of a robot but please try to make yours look like it belongs in the weight class it will compete in.

3 – Realism: This one is somewhat opinion based, and also limited to the designer’s artistic capabilities. However, we ask that you try your best to keep your designs realistic. For example: A picture of a LW with 5 Eteks stuffed into it is not only incredibly unrealistic, it’s also pointless due to the limit of the weapon stat. Similarly, a SHW with a 3:1 reduced mag motor for lifting will still lift, but will be highly unrealistic. Also, if you plan on using uncommon technology (i.e. Hydraulics, Omni-drive, Turbo and EFI engines) please have the decency to know how they actually work.


II – Stats

1 – Numbers and Limits

A – Wheeled robots: This will be any robot using tires, treads, saw blades, shuffling beams, parts of its own chassis and frame, semi-omni (mixture of omni and normal tires), giant track balls, or any other rotating mass touching the floor to propel itself. Wheeled robots will be allowed 28 stat points. They must have at a minimum 1 Speed, 1 Torque, 1 Traction, and 1 Armor. There are no maximum stats for wheeled bots, except for those limited by the total number of points available.

B – Zero Traction robots: This is any robot using exclusively omni-directional tires, or a hover craft (air or magnetic) system. These robots will have a maximum of 28 stat points available. They must have 0 Traction and a minimum of 1 Speed and 1 Armor. There are no maximum stats for ZT bots, except for those limited by the total number of points available.

C – Walking robots: This is any robot that moves by contact with the floor other than that outlined under section A. Also, the part moving the robot or contacting the floor may not be capable of moving 360 degrees total. These robots will be allowed a maximum of 31 stat points. Walking robots must have at a minimum 1 Speed, 1 Torque, 1 Traction and 1 Armor. Their total Speed and Traction however, must not exceed a combined 9. Any combination of Speed and Traction is acceptable, provided they add up to 9 or less. Bonuses that increase Speed and Traction do not apply to walking robots. Walking robots have also a maximum stat limit of 28. No single stat (weapon and armor) may exceed 28.

D – Multi-bots: Multi-bots or cluster-bots are covered under the same rules as stated in sections A, B, and C. Any combination of wheeled or ZT bots and Walking bots will be considered wheeled. Multi-robots will be given the number of stats for their type (the whole robot must qualify for the walker bonus) minus 3 points times the number of parts. For example, 2 wheeled robots together will each have 22 points (28-6), while 3 wheeled robots will only have 19 points (28-9).


2 – Speed: This stat will cover 3 separate but related functions. These are linear (straight line) speed, rotational (turning) speed, and acceleration.

A – Linear speed is how fast the robot can travel from point a to point b, and also includes a provision for deviation due to uncontrollable speed. Linear speed is defined as the robot’s speed stat, multiplied by 2, plus 2 for every 5 points. Also, the control element will be degrees of deviation (how far off line the robot becomes) in 20 feet. This equation will be the robot’s speed, multiplied by four, divided by the number of wheels the robot has (Tracked, shuffling, omni, and walking robots are considered to have 6 wheels).

B – Rotational speed is how fast the robot can move in a complete 360 degree circle, while sitting in place. This number will be measured in rotations per second (RPS). This number is determined by dividing the robot’s speed by its number of wheels (this one is simple, you don’t need a chart.) For example, a robot with 4 wheels and a speed of 2 will turn at 0.5RPS, or 180 degrees per second. A robot with 2 wheels and a speed of 10 will turn at 5RPS, or 1800 degrees per second (That equates to 300 RPM, thwack-bot anyone?)

C – Acceleration is how long it takes the robot to go from a stand still to its maximum linear or rotational speed. This number is measured in seconds and determined by inverting the scale (1-21) and dividing by 4. For example a speed of 1 gets you an embarrassing 5.25 second crawl to your top speed, while 15 speed takes you to your top speed in a 1.75 second sprint. This number is mainly important to thwacks and rammers.


3 – Torque: Torque will govern pushing power and the ability to accelerate across the arena while pushing a robot.

A – Pushing power is a fairly simple stat. If your torque is higher, you will win a shoving match. That’s it. Plain and simple. However there will be an additional provision for bots with spike type weapons. If you pin an opponent using a spike, you will be able to penetrate their armor 1 inch for every point your torque is higher than their armor, not to exceed 4 inches. Also, if you only have some of your wheels on the ground at a particular time, you will lose your torque depending on the % of wheels that are still on the ground. Here’s the formula:

Wheels on ground / wheels in total = % of wheels on ground X torque stat = new torque factor in this situation

Example - A 6 wheeled robot with a torque of 4 has his 2 front wheels lifted off the ground. What is his torque in this situation?

4/6 = .66 x 4 = 2.64 torque in this situation.

B – Acceleration while pushing another robot is determined by speed and torque. The lower your torque value is, the slower you will push an opposing robot. For example, a 6 speed robot with a one point advantage in torque while pushing a robot, would have its speed cut in half (3 speed in this case).


4 – Traction: Traction will govern traction, linear acceleration, and control.

A – Traction decides how much the robot is affected by being hit by spinners, hit by rammers, and even affected by its own spinning weapons. As a general rule, as long as the robot has higher traction than a spinner has weapon or a rammer has speed, it will NOT be moved when hit. If the traction on the robot being hit is lower than these stats, it will be displaced 1 foot for every point of difference, minus 3 inches for each wheel the robot has over 2. For example, a 12 Weapon spinner hits a 2 wheeled robot with 7 traction. The spinner knocks the opponent 5 feet away. The same spinner hits an 8 wheeled robot with 7 traction, and the opponent is only knocked 3.5 feet away. For weapon recoils, the robot recoiling will be knocked away by how much its weapon exceeds its own traction, divided by two. The robot will also spin opposite the direction of its weapon rotation 180 degrees, minus 45 degrees for every pair of wheels over two. Regardless of the number of wheels a robot has, this spin will be no less than 5 degrees.

B - The higher your traction stat, the more acceleration you gain and the less time it takes to achieve your maximum speed.

C – Control is mostly dependent on speed and traction. The greater the disparity between speed and traction, the more chance you have of losing control of your robot. This ties in with both deceleration and rotational speed.


5 – Armor: This stat has been rather loosely translated in the past, and hopefully these rules will keep armor under control. This rule will cover passive armor, active armor, weapon armor, and knockout probability (self and opponent inflicted). For any armor to be given any bonuses at all, (minus FBS shells) the total amount of armor receiving bonuses must not exceed 1/3 of the total armor on the robot as decided by the moderators and/or competition director.

A – Passive armor is the main chassis of the robot, to include all wedges, plows, and plates that are a part of the chassis or frame, and will have the base armor stat. Passive upgraded armor includes wheel guards, plows, wedges, bars, spikes, weapon shafts and heads(thwacks) and plates that are solidly attached but obviously not part of the main chassis. As a default, all passive armor counts as the armor stat with no additional bonuses. HOWEVER, you can give plows, wedges, rams, etc. additional bonuses as long as you offset that bonus with a subtraction from all other areas. Here's an examples:

Example A - Bot (Armor 8) with a plow on front and wedge on back. You give your plow a +2 armor and your chassis, wheels, wedge a -2. SO therefore, your plow have an armor of 10 but everywhere else, your armor is a 6.

B – Active armor is any armor that is not solidly attached to the frame, or uses a special attachment for some sort of advantage. The armor bonuses rule that is used for passive armor also applies for active armor, as well.

C – Weapon armor is the durability of parts of active weapons. For all active weapons, this will be the armor stat +2. Spinners are a special case. Spinning discs will have a +4 bonus, ring spinners (invertible shell spinners) will have a +2 bonus, and shell spinners get no bonus. [to be straightene out later]

D – Knockout probability is the likelihood that a weapon’s recoil or a direct hit on the armor will cause a total system failure and thus, a knockout.

a – Knockout probability will be the estimated % you and your opponent have for survival in that particular match. Here’s the formula:

Your armor stat / opponent's weapon stat = % + .2 = % of survival

So in this same case, a bot with 4 armor goes up against a bot with 12 weapon:

4/12 = .33 + .2 = .53 (53% chance of survival)

In another example, let's say you had a well armored bot of 8 going up against this spinner:

8/12 = .66 + .2 = .86 (86% chance of survival)

b – Breakthrough is the number of hits it takes in one area to break through or the number of hits required to break a piece of active armor off. This number is that particular area or piece of armor’s total stat (including armour bonuses) minus one for every point of weapon power over it. For example, a robot with ten weapon power hitting a robot with five armor should break through in one hit. The same robot hitting an opponent with ten armor will take approximately ten hits in the same spot to get completely through.


6 – Weapon: This stat in the past has been the vaguest, made even more vague by the wide range of weapon designs available. We hope to cover all common designs here. If you have a design for a weapon not listed here, the same policy applies as before. Just submit it to the moderators and/or competition director for approval and final decisions. All approved designs will be added to this rule set. Any robot using multiple active weapons will be reduced in weapon power based on two conditions. If the weapons are operated by the same actuator, on the same axel i.e. twin spinning discs, no deduction will occur. If the weapons are powered by the same motor but on separate axels i.e. a motor powering spinning bars on opposite sides of the robot, each weapon will lose one point. If the weapons are acting totally independent of one another i.e. dual hammers (diesector style) each weapon will lose two points of power. These deductions occur after all power bonuses are applied.

A – Passive weapons are any weapon that requires no weapon power to use. This includes but is not limited to rammers, static spikes, overhead thwacks, “dumb” thwacks, and any other static or non powered offensive device.

a – Rammers and robots using static spikes (provided they are on the ramming end of the robot) will hit with a theoretical weapon power equal to the midway point between their Speed and Torque, rounded down to the nearest whole number. Rammers have NO breakthrough factor, unless they have defined spikes or teeth. The theoretical weapon power applies to knockout probability. This rule also applies to robots with active weapons that can be used as ramming weapons, or that have secondary passive ramming weapons.

b – Overhead thwacks will have a similar system. The theoretical weapon power will be the midway point between the robot’s Speed and Torque, rounded down to the nearest whole number. As for actual weapon designs, sharp objects (picks, blades, axes) will have breakthrough factor. Blunt weapons (large hammers, bats, maces) will have no breakthrough, but get a 5% bonus in knockout probability.

c – “Dumb Thwacks” are floor spinning robots that do not use computer controls to move while rotating i.e. traditional thwacks. They will be treated the same way as the other two, except that the theoretical weapon power is the midway point rounded UP to the nearest whole number. As for damage by weapon type, follow the same guidelines as overhead thwack bots outlined in section “b”.

B – Spinners are any robot using a rotating mass to inflict damage. This includes but is not limited to vertical bludgeoning devices, friction driven rings, overhead bars and cages, shells, discs, flywheels, saws, chainsaws, spiked belts, drums, “egg beaters”, and any other rotating mass designed for inflicting damage. These weapons will be treated as two types.

a – Electrical spinners are powered by electric motors and are the most common variety. Electrical spinners will have spin up times equal to their weapon power divided by two in seconds. During a direct hit, Electrical spinners will slow down by ¼ of their speed after each successive hit, in which the robot does not have time to spin back up. This does not apply to saw blades and chainsaws, in which the weapon power is 4 or less. As for damage, follow the guidelines outlined in the Armor section of this document.

b – I.C.E. spinners are those driven by internal combustion engines. This includes the piston and rotary engine varieties. I.C.E. spinners will have spin up times equal to their weapon power divided by two in seconds. During a direct hit, I.C.E. spinners will not slow down after their first hit, but will lose 1/5 of their speed after each successive hit. As before, this does not apply to saws or chainsaws with weapon power of 4 or less. Damage will follow the formula in the Armor section of this document.

c – Uncommon actuators for spinning weapons are pneumatic and hydraulic motors. I highly doubt anyone will use these but if so they will be treated as Electrical and I.C.E. respectively.

C – Lifting weapons are any weapon designed to forcefully pick an opponent up off of the floor. These include but are not limited to lifting arms, lifting spikes, flipping arms, actuated jaws, lifting or flipping wedges, clamp systems, forklifts, and any other weapon used to pick an opponent up. This is another vague design that everyone has tried to claim their own theories on in the past. Many people have argued that at low weapon power, they simply won’t work. For this set of rules we will acknowledge that no one builds a lifting arm that won’t lift an opponent in that weight class. All lifting and flipping weapons, given a value of 1 weapon power, will be able to lift an opponent to the full height of the weapon’s capability. Weapon power will decide how effectively that will be accomplished.

a – Lifters will be any weapon designed to merely lift the opponent for control (includes clamps) and can be controlled to move to and stay at any point on their lifting stroke. Lifters are at all times capable of lifting an opponent in the same weight class. Weapon power will decide how fast that can be done. Scale pending decision.

b – Flippers sacrifice control of the weapon to allow a high speed motion in one direction. Flippers will come back down shortly after lifting, and cannot be moved to anywhere but the final point in the stroke. Flippers are always capable of lifting the opponent at high speed, but the weapon power will determine the height of the flip. This height will be in feet and determined by the robot’s weapon power divided by two. At 1 a flipper will only move an opponent 6 inches higher than the top of the stroke, while at 10 weapon power the target will be tossed over 5 feet high. Also, this weapon power applies to a knockout probability upon landing.

D – Overhead striking weapons include but are not limited to hammers, axes, swords, impaled dead babies and any other weapon swung overhead to cause damage. They will follow the same weapon head guidelines as thwack bots. Hammers are designed to do large amounts of damage in a single strike. They begin at 1 second to return and reset after firing and have ½ a second added to that time for every point of weapon power.

E – Piercing weapons are extremely powerful claws or spikes designed to use force to break through an opponent’s armor..

a – Claws will always be slow moving; about 15 degrees per second. However, all claw type weapons will have maximum breakthrough (they always pierce through the armor they are used on). Weapon power will determine depth of penetration. This will simply be the weapon power in halves of inches. Horizontal claws working on two sides of an opponent will pierce half that deep on each side.

b – Pneumatic spikes are fired once, then take several seconds to retract and be fired again. Pneumatic spikes get half an inch of penetration per weapon point, but only have penetration properties when the weapon power exceeds armour.

c – Rotary piston spikes are rapid firing, and driven by cam/crank action from an electric motor or gas engine. Up to two spikes can be used from the same motor before incurring a multiple weapons deduction. These spikes will follow the normal rules of breakthrough and damage based on their power, and will hit at x times per second, where x is half of their weapon power.
Posted Image

Team Covenant stuff
Offline Profile Quote Post Goto Top
 
That Kode Guy
Member Avatar
Ruiner of All
These rules have been discussed thoroughly with not just other staff members but with regular forum-goers and other members of the community in general. Therefore, we feel that these will be fair stats to everyone.

If you have a question with these, please place them below and we'll be happy to answer.
Posted Image

Team Covenant stuff
Offline Profile Quote Post Goto Top
 
playzooki
Member Avatar
oi
wait, no wedge stat?
March or Die - Ruination: The Omen MW Last Eight, Ruination: The Omen Tag Team Champion (with the Green Hornet / NWOWWE), Ruination: The Contagion MW CHAMPION
Corrupt Politician - Reign of Steel SHW Finalist
Murder Is Fun! - Reign of Steel HW Semi-Finalist
Shrek - Hammerfall 4th Place

GF93
 
I'm starting to regret entering.
Offline Profile Quote Post Goto Top
 
V900
Member Avatar
Rubber Duck Enthusiast
playzooki
Dec 8 2013, 03:59 PM
wait, no wedge stat?
I can imagine its to prevent wedgebot vs wedgebot matches relying entirely on the arbitrary wedge stat to determine the outcome of the match, especially when you could have a plow or another absurdly steep wedge which magically gets under everything just because it has 10 wedge. Instead it would be based on ground clearance, wheel amount/position... etc.
Posted Image
Offline Profile Quote Post Goto Top
 
playzooki
Member Avatar
oi
Quote:
 
ask a moderator (preferably Fish of Doom or StarlessSoldier)

needs fixing, they arent really around anymore.
March or Die - Ruination: The Omen MW Last Eight, Ruination: The Omen Tag Team Champion (with the Green Hornet / NWOWWE), Ruination: The Contagion MW CHAMPION
Corrupt Politician - Reign of Steel SHW Finalist
Murder Is Fun! - Reign of Steel HW Semi-Finalist
Shrek - Hammerfall 4th Place

GF93
 
I'm starting to regret entering.
Offline Profile Quote Post Goto Top
 
Siphai
Member Avatar
The Guy
were we ever gonna do anything with a self-knockout rule
Team Targeted - (36-12) Robot Bastards

Dr. P: 4-8
Square Wave: 11-1
Snijmachine: 10-2
Parabolic Trajectory: 11-1
Offline Profile Quote Post Goto Top
 
That Kode Guy
Member Avatar
Ruiner of All
Siphai
Dec 12 2013, 07:02 PM
were we ever gonna do anything with a self-knockout rule
I would say that if the spinner's weapon power is more than 2/3rds the armour of the robot, then you will start to have problems.

But then wasn't it always like that? I remember spinners from Reckoning through to Armageddon working like that.
Posted Image

Team Covenant stuff
Offline Profile Quote Post Goto Top
 
Siphai
Member Avatar
The Guy
KodeBreaker
Dec 12 2013, 07:44 PM
Siphai
Dec 12 2013, 07:02 PM
were we ever gonna do anything with a self-knockout rule
I would say that if the spinner's weapon power is more than 2/3rds the armour of the robot, then you will start to have problems.

But then wasn't it always like that? I remember spinners from Reckoning through to Armageddon working like that.
yeah I mean we have stuff like Spin Cycle owning itself, but then there's no precedent for it in the rules and... well that makes it what it makes it.
Team Targeted - (36-12) Robot Bastards

Dr. P: 4-8
Square Wave: 11-1
Snijmachine: 10-2
Parabolic Trajectory: 11-1
Offline Profile Quote Post Goto Top
 
GF93
Member Avatar
Vi veri veniversum vivus vici.
Ah, Spin Cycle. They should've called him An Hero. :v:
Ice Cubed Robotics Posted Image
"I will not die until I achieve something. Even though the ideal is high, I never give in. Therefore, I never die with regrets."

Cherry Bomb Classic: Season 2 (8-0)
Swiftsure- 2-0
Torque Dirty 2 Me- 2-0
Ayame- 1-0
Dead on Arrival- 1-0
Barley Picker- 1-0
Lethal Injection 3- 1-0

Robot Bastards 2 (5-5)
Apathy & Lethargy- 2-1
Trump ex Machina- 0-3
Rainbow in the Dark- 3-1 (6-3)

Ruination: The Upheaval (20-8)
Ayame- 6-1
Marauder- 6-1
Dreadnought Mk3- 3-4
Lethal Injection 3- 5-2

ALL-TIME RECORD
Wins: 347
Losses: 230
KodeBreaker
 
Alex Valentine is the hero we deserve.

Notable Achievements on Advanced Robot Combat for make benefit glorious Team of Ice Cubed Robotics
Offline Profile Quote Post Goto Top
 
playzooki
Member Avatar
oi
GF93
Dec 12 2013, 10:15 PM
Ah, Spin Cycle. They should've called him An Hero. :v:
Or dynamite.

But more than 2/3rds the armour? What do you mean by that?
March or Die - Ruination: The Omen MW Last Eight, Ruination: The Omen Tag Team Champion (with the Green Hornet / NWOWWE), Ruination: The Contagion MW CHAMPION
Corrupt Politician - Reign of Steel SHW Finalist
Murder Is Fun! - Reign of Steel HW Semi-Finalist
Shrek - Hammerfall 4th Place

GF93
 
I'm starting to regret entering.
Offline Profile Quote Post Goto Top
 
That Kode Guy
Member Avatar
Ruiner of All
Actually it should be 2/3rds of the total points. There's 28 points in the system. So 19 would be the absoute maximum weapon power you could get without risk of knocking your own weapon out.
Posted Image

Team Covenant stuff
Offline Profile Quote Post Goto Top
 
playzooki
Member Avatar
oi
Thats a bit extreme. It is possible to self ko (i think ziggo did it once) and knock your weapon out.
March or Die - Ruination: The Omen MW Last Eight, Ruination: The Omen Tag Team Champion (with the Green Hornet / NWOWWE), Ruination: The Contagion MW CHAMPION
Corrupt Politician - Reign of Steel SHW Finalist
Murder Is Fun! - Reign of Steel HW Semi-Finalist
Shrek - Hammerfall 4th Place

GF93
 
I'm starting to regret entering.
Offline Profile Quote Post Goto Top
 
That Kode Guy
Member Avatar
Ruiner of All
playzooki
Dec 13 2013, 11:46 AM
Thats a bit extreme. It is possible to self ko (i think ziggo did it once) and knock your weapon out.
What you have to realize is that fanfic robots here are assumed to be built all reliably and are able to take recoil from their own weapon rather well. This has been ignored recently, with stuff like Revolver Ocelot or Frequency having their weapons breaking down (even late in the match) when they shouldn't be, since their weapon is less than half the stat total (10 as opposed to 22, or 12 as opposed to 30)

Understand that we're not getting rid of it completely. It's just that the chances of it have been lowered significantly.
Posted Image

Team Covenant stuff
Offline Profile Quote Post Goto Top
 
NWOWWE
Member Avatar
Team Blood Gulch Motto
KodeBreaker
Dec 13 2013, 11:44 AM
Actually it should be 2/3rds of the total points. There's 28 points in the system. So 19 would be the absoute maximum weapon power you could get without risk of knocking your own weapon out.
Quite frankly 19 weapon power is absurd. If you only START having problems at that point. You could probably lower that a couple points.
Area51Escapee,Jan 30 2011
01:27 AM
Spatula,Jan 29 2011
11:32 PM
I should go 3-1 this week but it'll probably be something like 0-4 or 0-5.

It sucks going 0-5. You lose all 4 of your bot fights for the week and you also lose at life.
Offline Profile Quote Post Goto Top
 
playzooki
Member Avatar
oi
Id say 15 has a very small chance of breaking, and 20 is self destruct tiem.
March or Die - Ruination: The Omen MW Last Eight, Ruination: The Omen Tag Team Champion (with the Green Hornet / NWOWWE), Ruination: The Contagion MW CHAMPION
Corrupt Politician - Reign of Steel SHW Finalist
Murder Is Fun! - Reign of Steel HW Semi-Finalist
Shrek - Hammerfall 4th Place

GF93
 
I'm starting to regret entering.
Offline Profile Quote Post Goto Top
 
Siphai
Member Avatar
The Guy
playzooki
Dec 13 2013, 02:37 PM
Id say 15 has a very small chance of breaking, and 20 is self destruct tiem.
Yeah that sounds about right. 19 was the absolute limit for having 'reasonable' stats under the 28 point system, and even then you'd be running around with like 1 armor and 3 speed and 2 traction. 15-16 is where you have a slim chance and it increases exponentially from there.
Team Targeted - (36-12) Robot Bastards

Dr. P: 4-8
Square Wave: 11-1
Snijmachine: 10-2
Parabolic Trajectory: 11-1
Offline Profile Quote Post Goto Top
 
playzooki
Member Avatar
oi
Siphai
Dec 13 2013, 03:03 PM
playzooki
Dec 13 2013, 02:37 PM
Id say 15 has a very small chance of breaking, and 20 is self destruct tiem.
Yeah that sounds about right. 19 was the absolute limit for having 'reasonable' stats under the 28 point system, and even then you'd be running around with like 1 armor and 3 speed and 2 traction. 15-16 is where you have a slim chance and it increases exponentially from there.
yeah 19 is ridiculous. like it'd have to be something like this:
speed:3
Traction:2
Weapon:19
armor:3
Torque:1
March or Die - Ruination: The Omen MW Last Eight, Ruination: The Omen Tag Team Champion (with the Green Hornet / NWOWWE), Ruination: The Contagion MW CHAMPION
Corrupt Politician - Reign of Steel SHW Finalist
Murder Is Fun! - Reign of Steel HW Semi-Finalist
Shrek - Hammerfall 4th Place

GF93
 
I'm starting to regret entering.
Offline Profile Quote Post Goto Top
 
Siphai
Member Avatar
The Guy
playzooki
Dec 13 2013, 03:21 PM
Siphai
Dec 13 2013, 03:03 PM
playzooki
Dec 13 2013, 02:37 PM
Id say 15 has a very small chance of breaking, and 20 is self destruct tiem.
Yeah that sounds about right. 19 was the absolute limit for having 'reasonable' stats under the 28 point system, and even then you'd be running around with like 1 armor and 3 speed and 2 traction. 15-16 is where you have a slim chance and it increases exponentially from there.
yeah 19 is ridiculous. like it'd have to be something like this:
speed:3
Traction:2
Weapon:19
armor:3
Torque:1
with 1 torque it would barely be able to move under it's own power. like we're saying, it's ridiculous.
Team Targeted - (36-12) Robot Bastards

Dr. P: 4-8
Square Wave: 11-1
Snijmachine: 10-2
Parabolic Trajectory: 11-1
Offline Profile Quote Post Goto Top
 
playzooki
Member Avatar
oi
Siphai
Dec 13 2013, 03:36 PM
playzooki
Dec 13 2013, 03:21 PM
Siphai
Dec 13 2013, 03:03 PM
playzooki
Dec 13 2013, 02:37 PM
Id say 15 has a very small chance of breaking, and 20 is self destruct tiem.
Yeah that sounds about right. 19 was the absolute limit for having 'reasonable' stats under the 28 point system, and even then you'd be running around with like 1 armor and 3 speed and 2 traction. 15-16 is where you have a slim chance and it increases exponentially from there.
yeah 19 is ridiculous. like it'd have to be something like this:
speed:3
Traction:2
Weapon:19
armor:3
Torque:1
with 1 torque it would barely be able to move under it's own power. like we're saying, it's ridiculous.
uhhhh... most spinners use 1 torque. but yeah.
March or Die - Ruination: The Omen MW Last Eight, Ruination: The Omen Tag Team Champion (with the Green Hornet / NWOWWE), Ruination: The Contagion MW CHAMPION
Corrupt Politician - Reign of Steel SHW Finalist
Murder Is Fun! - Reign of Steel HW Semi-Finalist
Shrek - Hammerfall 4th Place

GF93
 
I'm starting to regret entering.
Offline Profile Quote Post Goto Top
 
That Kode Guy
Member Avatar
Ruiner of All
Well I was just reiterating Spatula's opinion, but 15-16 I can agree on.
Posted Image

Team Covenant stuff
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
ZetaBoards - Free Forum Hosting
Free Forums. Reliable service with over 8 years of experience.
Learn More · Sign-up Now
Go to Next Page
« Previous Topic · Fantasy All Access · Next Topic »
Add Reply
  • Pages:
  • 1
  • 3

Black Water created by tiptopolive of the Zetaboards Theme Zone