Quote:
Originally posted by kmcclaryYou can to some extent limit complexity simply by adjusting the "uniform limits", such as the additional hardware budget, weight, and size, versus what you're given in the kit.
Unfortunately, the more you limit things, the more you also limit the variety in the robots seen. Less weight allowed implies simpler payloads, since less stuff can be on the chassis. Less budget means robots are more likely to rely only upon kit drivetrain parts (or <shudder> the PLASTIC gears), making them look more alike. Etc.
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I'm going to have to respectfully disagree with that statement. I think we see many more similiar robots (basically, pusher bots) since we've had relaxed rules than when we had stricter rules. Compare the robots from 1998 to this year. Because you couldn't just build this overly complex drive train to just push everyone around, you had to work at designing a good mechanism to score.
I realize that the game design is partially at fault for this but the fact that a good drive train meaning you win has quite a bit to do with it also.
Matt