Author Topic: RoboGames: Series 2 (SIGNUPS CLOSED)  (Read 10203 times)

Offline doot

RoboGames: Series 2 (SIGNUPS CLOSED)
« on: February 22, 2018, 01:26:25 PM »
RGS2 Logo.png

Oh, yes. The largest IRL tournament is back.

General Rules:
DSL 2.2, Strict IRL. I'm gonna be way stricter about this than last time, though.
--Mr. AS' Balance Patch will not be in effect for this tournament as it causes imbalance with some of the components.
All weightclasses from Antweights to Super Heavyweights are allowed. Keep in mind that I will check carefully.
Weight Limits:
--For the sake of not making it a hassle for me, please label what weightclass your robots are.
One entry is allowed in each weightclass per person. This means 7 robots for each user.
--As usual, you can choose to enter what you want to enter.
The signup deadline will be put in place once I've managed to get 16 robots in all weightclasses of if entry flows slows to a massive crawl. However, there is no entry limits in this tournament.
I'm able to AI your robots. For the sake of you wanting the fairest possible fights with your robots, however, I ask you try and AI your 'bots yourself.
I'm able to reject your robots for any reason possible. Don't try and skirt around rulings.
Any robots that get rejected will not have a spot available. However, you're allowed to enter as many times as you want to until you get a robot accepted.
When your robot is accepted, you only have one update per robot successfully entered. Skin changes are exempt from this rule, though.
Any attempts to use game-breaking or computer-destroying AI's will get you rejected or even permenantly banned from all future tournaments that I host in the latter case. Don't **** around.
Please don't make parts that cause ridiculously annoying custom sounds. Stuff like with Wah Platinum is okay, but don't go overboard.
Any attempts to envoke controversy or flaming will get you banned if you constantly break this rule. Again, don't act up and you'll be fine.

Building Rules:
All locomotion is allowed. They have to show controlled movement, awkwardly moving on 1 wheel doesn't count.
--Wheels, treads and weaponed wheels get no weight bonus.
--Shufflers get 50 percent more weight. Keep in mind that the shuffle pods can't use weaponry as that falls into the weaponed wheels ruling. Torque Reaction robots cannot receive this weight bonus.
--Walkers get a 100 percent weight bonus, but their legs must articulate and act like... well, real legs :V. If you're ballsy enough to make one, go ahead.
----If you are intending to make one, PLEASE make an AI line for it as I've never had experience with walkerbot AI's.
All robot types are allowed. However, new restrictions are in place.
--SnS'es and thwackers can only have a low AI range.
--Melties still require LED's to allow melty AI and cannot have any moving weaponry.
--A new rule: EternalFlame.py and any other attempt to emulate this is completely banned. Don't circumvent this with other AI's.
--Defensive Offense is not allowed. Stuff like blatant sledgehammer armour or reactive armour will not be allowed on robots. Pure rammers don't have this problem, though, but try and keep weapon spam out of this type.
--Burst usage is unrestricted due to the nature of the arena, but please make your 'bot look somewhat decent.
Clusterbots and drones are allowed, with new restrictions.
--Clusters must total to the weight limits of their respective weightclasses. If 55% of the robot dies this time, though, the robot is eliminated fully.
--Drones have to weigh a maximum of 150.0KG's. The chassis must also be blatantly exposed as well.
--The tournament uses a specialised hover motor that only weighs 0.1KG's and is invisible, both in terms of mesh and skin. Make your drones 189.9KG's if you don't have it.
--Also, drones need faux-rotors to be allowed. Helicopter-style or a tri-rotor mech is acceptable at the minimum.
--Keep in mind that the cluster has to fit in its square. If they collide and make it impossible to fight with, its rejected.
--Clusters can only be compromised of 2 robots fighting in the arena at one time. Swarm-style configs will work as well, but make sure that your robots are up to the weight limits.
--If you're using shuffler or walker locomotion on clusterbots or swarm-style robots, all of the robots must use the same locomotion.
Modular robots are allowed. The maximum amount of configs allowable are 3 per robot made.
--When the SBV hits, all modular robot builders have 10 days to send me their configurations for all robots, including ther modular 'bots, in the weightclass that they are in.
--All choices will be locked in when the deadline ends. Do NOT attempt to whine about this like some users have in the past.
The DSC IRL Packs and Badnik Component Colourpacks are all allowed and actually encouraged. Skinned components are allowed as well, but please provide the custom files.
--I'm gonna check to make sure that stats and the like aren't modified. If they are, I'll revert them to the stats that they were normally.
The Fixed NPC Motors from Geice are allowed, though I'll still allow robots that use the 2.1 NPC motors.
--The Battery Attachment Point mod from Geice is also allowed now.
Component Freedom, BFE, OBJRA2 and all that are allowed. If the robot crashes the game, though, its getting rejected.
Put effort in. Don't make deliberately terrible robots.
--Likewise, low-effort memebots are not allowed either.
All inappropriate nameschemes and/or skins will result in automatic rejection of your robot this time around.
--I have missed a couple occurrences before, but any and all slander, racism, edginess, whatever, its not on. Be mature.
The cheatbot2 list has been heavily expanded upon this time around. Here's the list:
--Just because cheatbot2 is a lot more varied doesn't mean you have the right to make blatantly tryhard stuff. Do not use OP parts or its getting rejected without a second thought.

Battle Rules:
The battles are taking place in - where else? The RoboGames Arena.
All fights last for 3 minutes, with straight double elimination throughout. This means 1V1's between all builders.
Robots that do not show controlled movement for about 30 seconds will get eliminated. Spinning on 1 wheel isn't controlled, for example.
The trenches are the OotA zones. When a robot goes into them, it has 20 seconds to escape before it gets eliminated outright. If it can escape, it can continue to fight and the OotA timer resets for it.
In the event that the match has no clear winner, I will be judicating based on the criteria of Damage, Aggression and Control.
--Damage and Aggression are worth 2 points whereas control is worth 1 point.
--I'm not entering the tournament in order to keep impartiality.
Matches will be re-recorded until there is a match with minimal havoking.
--If I am unable to do so, however, I will have to force disqualification on the biggest offender of the havoks/crashes. I only have so much patience, and I do not want to repeat a scenario like with Bozer VS Super CarboniZe.

The Arena:
RG Arena.png


Entry List:
Keycode:
Green: Accepted and AI'ed.
Orange: Received and Accepted.
Blue: Received.
Purple: Allowed, but not confirmed. Can be replaced with a new robot without the update clause occurring.
Red: Rejected. Reasoning will be given in these cases.
Italics:  Update sent. Entry is also locked in and cannot be changed for the remainder of the signups phase.

SIGNUPS ARE NOW OFFICIALLY OVER. ENTRIES CAN NO LONGER BE ACCEPTED.

Full entry list can be viewed here:
https://docs.google.com/spreadsheets/d/1q6lrumsqVXcCrqE3N9qY7PY92_XUOqxym0MNvmbxj7k/edit?usp=sharing
« Last Edit: March 31, 2018, 03:02:48 PM by DemonOfTomorrow »

Offline Asbestosstar

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Re: RoboGames: Series 2
« Reply #1 on: February 22, 2018, 01:32:11 PM »
this time i must enter something better mouse or dagger or shape shifter

Offline doot

Re: RoboGames: Series 2
« Reply #2 on: February 22, 2018, 01:36:19 PM »
Added a poll to see if people are okay with re-entries or not seeing as a few have asked me about this.

Offline MrBK445

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Re: RoboGames: Series 2
« Reply #3 on: February 22, 2018, 02:16:41 PM »
I might just build something just crazy for this

Offline pokebro14

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Re: RoboGames: Series 2
« Reply #4 on: February 22, 2018, 03:02:59 PM »
YES BOI im pumped
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Offline Badnik96

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Re: RoboGames: Series 2
« Reply #5 on: February 22, 2018, 07:23:46 PM »
you already know im going to enter

Offline 8bean

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Re: RoboGames: Series 2
« Reply #6 on: February 22, 2018, 10:21:27 PM »
Tempted to make Purple Nurple for every weightclass  :really_makes_you_think:
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Offline Thyrus

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Re: RoboGames: Series 2
« Reply #7 on: February 23, 2018, 01:29:38 AM »
If reentries are not allowed I'm glad that my previous team sucked and will pe replaced anyway :P

Offline doot

Re: RoboGames: Series 2
« Reply #8 on: February 23, 2018, 06:38:42 AM »
This goes without saying, but please don't send me your robots yet. Wait until signups begin so that I can accept them.

Offline doot

Re: RoboGames: Series 2
« Reply #9 on: February 23, 2018, 11:17:37 AM »
New Rule: Geice's fixed battery AP mod is now allowed.

Sorry for the double post, but if you are wondering if its allowed, then it is. c^_^c

Offline TommyProductionsInc

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Re: RoboGames: Series 2
« Reply #10 on: February 23, 2018, 12:49:36 PM »
Could we have an example of what a full-fledged walker would look like? Does it have to be AI-able or can it use things like burst motors or pistons for locomotion?

Offline Gulden

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Re: RoboGames: Series 2
« Reply #11 on: February 23, 2018, 03:29:05 PM »
Before I start building I have to ask.  Are you able to AI walkers like what I sent last time.
I have several opinions.

Offline Qo--

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Re: RoboGames: Series 2
« Reply #12 on: February 24, 2018, 06:35:56 AM »
I have one question which I can never find anywhere on this site, if a bot is IRL, can extenders intersect components like batteries and motors?

Offline Dark-Al

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Re: RoboGames: Series 2
« Reply #13 on: February 24, 2018, 06:58:29 AM »
I have one question which I can never find anywhere on this site, if a bot is IRL, can extenders intersect components like batteries and motors?
Sorry, but if extenders do intersect batteries and motors, that would be breaking IRL rules since extenders shouldn't normally intersect those parts.

Offline Hoppin

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Re: RoboGames: Series 2
« Reply #14 on: February 24, 2018, 07:18:05 AM »
I have one question which I can never find anywhere on this site, if a bot is IRL, can extenders intersect components like batteries and motors?
Sorry, but if extenders do intersect batteries and motors, that would be breaking IRL rules since extenders shouldn't normally intersect those parts.

I think itd be varying on howmuch as you could cut slots etc
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Offline doot

Re: RoboGames: Series 2
« Reply #15 on: February 24, 2018, 01:41:51 PM »
The results of the poll is in!

We have had 31 votes, with 5 of them being impartiality. So the 26 votes is what matters here.

With an 18-8 decision, the ruling for re-entries being allowed is being passed! You can now enter stuff that features from last RoboGames and other tournaments!

Also, here's other answers to questions I've been given.
Could we have an example of what a full-fledged walker would look like? Does it have to be AI-able or can it use things like burst motors or pistons for locomotion?
Walkers use full-on legs to move instead of pseudo-wheels like shufflers. It can use bursts and pistons to locomote as long as I can AI the robot.

Before I start building I have to ask.  Are you able to AI walkers like what I sent last time.

I mean, this could be the next part of the poll as true walkers can be an utter pain to AI. It all depends, really.

I have one question which I can never find anywhere on this site, if a bot is IRL, can extenders intersect components like batteries and motors?
Depends on what the extenderwork is. Typically, extenders can pass through motors and batteries as you can build a slot IRL to house these components. The problem comes with intersecting motors, batteries, wheels or weapons.

Rules will be adjusted accordingly. Re-entries are now allowed! o7

Offline Gulden

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Re: RoboGames: Series 2
« Reply #16 on: February 24, 2018, 02:30:44 PM »
Before I start building I have to ask.  Are you able to AI walkers like what I sent last time.

I mean, this could be the next part of the poll as true walkers can be an utter pain to AI. It all depends, really.
I'll take this as a "no."  Abandoning SHW walker.
I have several opinions.

Offline TommyProductionsInc

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Re: RoboGames: Series 2
« Reply #17 on: February 24, 2018, 03:47:07 PM »
Before I start building I have to ask.  Are you able to AI walkers like what I sent last time.

I mean, this could be the next part of the poll as true walkers can be an utter pain to AI. It all depends, really.
I'll take this as a "no."  Abandoning SHW walker.
I think I'll make one.

Offline doot

Re: RoboGames: Series 2
« Reply #18 on: February 25, 2018, 01:31:04 PM »
Added another poll, this time to see if walkerbots will be allowed.

The reason is because being blunt, I have no clue if I can even AI walkers. I'm sure there's a way to do so, but if there is, I don't know how.

Offline TommyProductionsInc

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Re: RoboGames: Series 2
« Reply #19 on: February 25, 2018, 02:21:09 PM »
If worse comes to worse, you could just control the walkerbots manually.