gametechmods

Robot Arena => Discussion => Topic started by: Naryar on November 11, 2008, 02:32:57 PM

Title: DSL Realistic Rule
Post by: Naryar on November 11, 2008, 02:32:57 PM
Here are my ideas for the realistic rule.

First, I'll classify all components in three categories:

STATIC COMPONENT: Component that isn't supposed to move independently from the chassis (unpowered wedges on skirts, static extenders, baseplate anchors, baseplate half titanium sheets, static weapons, etc). Doesn't include powered components. Weapons are static components that make noticeable damage, more than 100 in one blow.

MOVING COMPONENT: Component that is supposed to move independently from the chassis (wheel, spinner, poker weapon, flipper...)

POWER COMPONENT: Motors, batteries, pistons, air tanks and the control board.

____________________

Here are the criteria of the realistic rule:

Static components:

-Can intersect each other, but cannot be stacked especially weapons.

-Can intersect only partially a moving component. Can't intersect if the moving component would completely cut the static component (see Hope No More). Weapons can only partially intersect moving components.

-Can intersect power components excepted for weapons.

Moving components:

-Can't intersect other moving components unless the two moving components are static compared to each other (case of obZen's razors)
.
-Can't intersect power components. (like Raptor digging his hammer into the black batt it has at the front)

Power components:

-Can't intersect other power components (no battery stacking, notably)

The same applies for component groups, e.g. a moving component group (complete spinner weapon) can intersect a static component group (multiple skirts) if none of the static components aren't completely intersected (see rule 2 of static components).

________

The rule is not perfectly strict and a moving component can barely touch a power component.

I think it's all. Comments and critics welcomed.
Title: DSL Realistic Rule
Post by: 70 CUDA on November 11, 2008, 03:02:33 PM
i think we should be able to AAM certin things. like your bot Naryar would be real if you connected the front skirts to the side ones. i know that the game dose not this attachment point but if we are just trying to make a real bot then i dont see a problem with it.
Title: DSL Realistic Rule
Post by: Naryar on November 11, 2008, 03:12:08 PM
If I connected the front ones with the side ones the wedge would suck. Honestly.

I also believe we can use whatever glitch we want (axle loading, eFFeing and snapper loading) on our bot if the result is still realistic.

I don't know for AAM.
Title: DSL Realistic Rule
Post by: Somebody on November 11, 2008, 03:33:37 PM
What does AAM stand for?
Title: DSL Realistic Rule
Post by: Urjak on November 11, 2008, 03:39:01 PM
Alternate Attachment Meathod I think.
Title: DSL Realistic Rule
Post by: somestrangeguy on November 11, 2008, 03:43:16 PM
Advanced Attaching Method
Title: DSL Realistic Rule
Post by: Urjak on November 11, 2008, 03:49:30 PM
oh... 1/3 rightish.
Title: DSL Realistic Rule
Post by: 70 CUDA on November 11, 2008, 03:59:40 PM
i have 4 or 5 bots that i could AAM to improve and keep them real. so it was just a thought.
Title: DSL Realistic Rule
Post by: philetbabe on November 12, 2008, 04:43:43 AM
Quote from: somestrangeguy;21188
Advanced Attaching Method

i feel secure !

i thought AAM was a a discrete allusion of the 'Anti-Apartheid Movement' which  may be useful  in this forum...or maybe the  'Association of Anglican Musicians' but, there, i did not really get the link,  or at last, one of the names of the god RA (egyptian) as he is called in the book of deads "I am Ra, I am Aam, I ate my heir"
Title: DSL Realistic Rule
Post by: Madiaba on November 12, 2008, 06:45:02 AM
If it were still realistic then I would agree, Cuda.  But, I can't see it happenning because it would be hard to regulate AAM.  It would be like openning a large can of worms.  Someone would have to be a 'Bot Inspector', that would go through and check to make sure other parameters in the bot file are still kosher....
Title: DSL Realistic Rule
Post by: Clickbeetle on November 15, 2008, 09:43:49 PM
I agree with everything except this.

Quote from: Naryar;21177
Weapons cannot intersect moving components.

-Can intersect power components excepted for weapons.



(referring to static components)

Are you saying that moving components can intersect a ram plate, but not a DSL bar?  I don't get it.
Title: DSL Realistic Rule
Post by: infiniteinertia on November 15, 2008, 10:39:09 PM
nono, these rules are not realism.
Title: DSL Realistic Rule
Post by: Dexterhunter on November 15, 2008, 10:46:33 PM
We need a whole damn thread explaining the realistic rule?
Title: DSL Realistic Rule
Post by: R0B0SH4RK on November 16, 2008, 01:16:15 AM
I thought we just used common sense...
Title: DSL Realistic Rule
Post by: Naryar on November 16, 2008, 04:07:23 AM
Ah Click you just confused me.

Oh, okay, so

"Weapons can only intersect partially moving components"

______________

R0B0: common sense is different depending of people, we need a rule for everyone.

______________

Inf: So what is DSL realism IYO? No more popups?

(Yes Click I know that you wanted to avoid popups in DSL)
Title: DSL Realistic Rule
Post by: infiniteinertia on November 16, 2008, 09:52:27 AM
How about. common sense, that works for me!

oh wait.

it doesnt work for 4/5 of the builders around here...

ROBO, DXH I agree completely.
Title: DSL Realistic Rule
Post by: Flying_Chao on November 16, 2008, 09:58:11 AM
What is this thread actually for?
Title: DSL Realistic Rule
Post by: System32 on November 16, 2008, 10:25:52 AM
Trying to make a proper version of the realistic rule.
Title: DSL Realistic Rule
Post by: Naryar on November 16, 2008, 10:33:09 AM
Yes, with that "common sense around the builders" problem, we need a RULE that will define once and for all DSL realism.

Else, we'll keep fighting about "this is not realistic" vs. "no it could be done that way IRL so it is realistic" and possibly start flame wars about that.

And yes Dex, we need a whole thread about that, for clearing up things on realism.

Click is OK with it. Now Inf, why do you think it's not realistic?
Title: DSL Realistic Rule
Post by: infiniteinertia on November 16, 2008, 10:57:49 AM
How about. The only parts that can intersect are the chassis and the armor that can logically have holes or slots cut through them without dislodging the armor or chassis.
Title: DSL Realistic Rule
Post by: Naryar on November 16, 2008, 11:13:44 AM
I agree on this, but IMO it's too simple to be the only rule.

I was using the "welding" principe too, that is any static part can intersect with another static part if there is a means of attaching/welding/binding the two?

Do you see a problem with my first post?
Title: DSL Realistic Rule
Post by: infiniteinertia on November 16, 2008, 11:39:15 AM
No, your original "rules" do not apply to reality in theory.
Title: DSL Realistic Rule
Post by: Naryar on November 16, 2008, 11:45:10 AM
How so?
Title: DSL Realistic Rule
Post by: Gigafrost on November 16, 2008, 10:16:27 PM
I personally like the old realistic rule as it is more simplistic:

Basically saying: "Motors cannot intersect each other or other components, and components must not intersect chassis or the control board."

And I do agree that you don't have to be "...smarter that the average bear." (- Robot Arena 2 Official Website to) to know how to build according to it.