Author Topic: IRL - defining once and for all what is IRL and what is not IRL  (Read 2380 times)

Offline Naryar

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Trying to come with an accurate ruleset on how bots are IRL or not. So people can use it, and tournament users as well, and it will make a clear difference between IRL and DSL-S, and there will be no more tryhard bots cause IRL will be well-defined.

-IRL Realism rule : IRL bots must follow the realism rule at all times, that is they must follow these rules at all times : https://gametechmods.com/forums/index.php?topic=12002.0. Also, IRL bots must look like real-life designs.

-External Support rule : All motors whose axles are outside the chassis must have additional support in order to be IRL. As in, build sufficiently durable-looking supports so the axle does not appear to float in space.

-Several bot types are banned from IRL. They are : popups and true popups, jugglers, gut-ripping FS, any gut-rippers (with the exception of VS, wammers, drums and sawbots), as well as Trinity bots, rupters, or all bots relying on glitches to be more effective.

-You may use any building technique (BFE, snapper loading, eFFe, and others) as long as the result is IRL and there is no foul play involved (cheat armor, invulnerable components, etc)

-Caster armor, halfsheets directly attached to the baseplate, Narmour and other invulnerable armors are banned.

-Toughness rule: IRL bots must look durable. They may not have any component who is too thin (main culprit: poly/metal sheets) All poly/metal sheets are banned if used as stabilizers or extenders. They are allowed for aesthetics, defensive skirts or wedges.

-Weapon Spam rule: IRL bots may not have an excessive number of weapons. "Stock rammer" style weapon racks are banned. (Small weapon racks are fine). (This rule needs some more fine tuning)

-Coolness rule: IRL bots must look cool, above everything else. IRL is all about cool looks, and looks goes a long way for people to accept your bot.

Here, that's everything I have. I must work on the weapon spam rule which is very unclear and probably can be abused.

Any ideas ? I'd like to make a good IRL ruleset so people stop arguing over what is IRL or not.
« Last Edit: August 07, 2015, 11:37:35 AM by Naryar »

Offline cephalopod

Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #1 on: August 07, 2015, 09:06:34 AM »
Worth mentioning that glitches and exploits (including BFE)  that contribute to realism are alright
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Offline Naryar

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #2 on: August 07, 2015, 09:25:11 AM »
added that. Also added a part about banning caster armor and the likes.

Also I'm not sure about this weapon spam rule. How do we do that for rammers ? rammers need a lot of weapon weight in their weapons, unlike IRL where they don't need a weapon other than armor and chassis.

Offline Resetti's Replicas

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #3 on: August 07, 2015, 09:43:39 AM »
Excessive spikes or teeth?  Witch Doctor and Hypno Disc were pretty solid proof that less teeth = more destructive in real life.

Offline Naryar

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #4 on: August 07, 2015, 09:47:01 AM »
Excessive spikes or teeth?

define excessive in a way that people all agree with the definition ?

Offline Reier

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #5 on: August 07, 2015, 09:48:54 AM »
Excessive spikes or teeth?

define excessive in a way that people all agree with the definition ?
the problem is its really subjective
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Offline Resetti's Replicas

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #6 on: August 07, 2015, 09:53:05 AM »
Max of two sharp edges on a spinner assembly, and three spikes jutting out in a single direction.  Even if we don't have a hard and fast rule, it's a fact that's worh mentioning.

Offline Naryar

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #7 on: August 07, 2015, 10:22:29 AM »
Excessive spikes or teeth?

define excessive in a way that people all agree with the definition ?
the problem is its really subjective
that is exactly what i am saying

three spikes jutting out in a single direction

you just made rammers useless.

Max of two sharp edges on a spinner assembly

so spinners can't use tribars... why ?

We should use something as in putting a maximum of weapon components and a maximum of weapon weight

LW- maximum: 5 weapon components, max 50kg of weapons total
MW- maximum: 10 weapon components, max 100kg of weapons total
HW- maximum: 20 weapon components, max 200kg of weapons total

your opinion ?

Offline Reier

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #8 on: August 07, 2015, 10:55:04 AM »
why do people even worry about making IRL combat effective? The entire point is looks. Once you start meddling in definitions of weapon numbers and types blah blah it just becomes watered down standard. Things effective in RA2 are not necessarily effective irl and vice versa.

if you want to make something combat efficient, just go standard. IRL is way too subjective to definitively define stuff like this imo. Just build what looks cool and keep real life in mind.
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Offline Probably Rob

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #9 on: August 07, 2015, 11:08:32 AM »
But 13 Black, [I think] Ruiner, and Ghost Raptor are angled spinners... or are they a different genre?

Offline ecolusian

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #10 on: August 07, 2015, 11:28:11 AM »
i dunno buddy, i think they would be allowed as long as it was realistic, as in the same weapon rule mentioned as before, lightewights only get 50kg of weapon weight and all that jazz
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Offline Naryar

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #11 on: August 07, 2015, 11:34:30 AM »
why do people even worry about making IRL combat effective? The entire point is looks.

because there are only IRL tournaments now and people want to win IRL tournaments.

Also to define what is IRL and what is not IRL, so people stop entering tryhard bots in tournaments.

me i don't want to win, I want to enter something cool looking/something that gives a good show in the arena. But I also want to put up a decent fight and not lose to the first HS/drum in the corner.

But 13 Black, [I think] Ruiner, and Ghost Raptor are angled spinners... or are they a different genre?

by angled spinners i meant angled FS and gutrippers. those are more HS so they are entirely fine.



Offline playzooki

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #12 on: August 07, 2015, 11:37:48 AM »
Heres how i define irl - if you do anything to increase performance over looks, its not proper irl

Offline helloface

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Re: IRL - defining once and for all what is IRL and what is not IRL
« Reply #13 on: August 07, 2015, 03:24:16 PM »
Excessive spikes or teeth?

define excessive in a way that people all agree with the definition ?
the problem is its really subjective
that is exactly what i am saying

three spikes jutting out in a single direction

you just made rammers useless.

Max of two sharp edges on a spinner assembly

so spinners can't use tribars... why ?

We should use something as in putting a maximum of weapon components and a maximum of weapon weight

LW- maximum: 5 weapon components, max 50kg of weapons total
MW- maximum: 10 weapon components, max 100kg of weapons total
HW- maximum: 20 weapon components, max 200kg of weapons total

your opinion ?

There shouldn't be a limit. That limits creativity. If it can't be done in real life or the effectiveness in game surpasses how the effectiveness would be IRL (example: A beater spammed rammer doing twice as much damage as an HS) then it is up to the tournament host or majority's judgement.
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