• merc@sh.itjust.works
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    13 hours ago

    Yeah, the saws and hammers in Battlebots might have been a good idea, if they actually did anything. I can’t remember them ever having a decisive effect on a fight. Given the armor of the bots, it was like using a feather on them.

    A pit, on the other hand, can end a fight. Frequently in Robot Wars, a really good robot lost by being pushed into a pit. Having said that, a pit doesn’t discourage wedge robots or flippers. It only slightly discourages spinners because they sometimes aren’t easy to control.

    I’d just rather have a wavy / bumpy or otherwise uneven surface so that a low-to-the-ground design might get stuck.

    In a sense, I understand why they designed the arena the way they did. It’s extremely uniform so it’s the same for every competitor. If it’s damaged in some way it’s easy to put it back the way it was. People can make their own versions at home so they can test their robot in a similar arena. It’s basically trying to avoid having the arena itself become a decisive factor in any battle and leave the winning or losing to the robots. But, by doing that they lead to all robots being boring and optimized for that one arena. That means a battle over who can have the tightest possible ground clearance tolerance.

    I want wheels, legs, tracks, not ground-huggers. So, I don’t want perfectly even, perfectly level, perfectly boring arenas. I want arenas that will challenge bots. Ideally, I’d like one where there are different sections of the arena. Maybe there’s a “plains” section where the low-to-the-ground bots have an advantage, but then there’s a “hilly” section (even if it’s just a steel floor with some dents bashed into it) where you’re screwed if you designed a bot that has a clearance that’s too low. Then you might have certain bots trying to make sure the battle happens in their section of the arena. That adds interesting strategy.