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Impact & Mass
Momentum is mass times speed. And mass is a shield.
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Momentum is mass times speed

A ram is the simplest hit in the arena and the most honest. There is no spin to bank, no gear trick. You bring your weight, you bring your speed, and the hit is the two multiplied together.

The two ways to hit hard

damage ∝ mass × speedheavy-and-slow can hit exactly as hard as light-and-fast

That is momentum (physics writes it p = mv). An 80 kg bot trundling at 5 carries the same punch as a 40 kg bot flying at 10. Double either one and the hit doubles. Note this is not the spinner's ω²: a ram is plain, linear momentum.

Only the head-on part counts

Momentum is a direction, not just a number. Catch your opponent dead center and all of it lands. Clip them at an angle and only the part pointed straight at them counts, the rest slides off:

damage = mass × speed × aimaim = 1 head-on, down toward 0 for a glancing clip

A glancing hit throws your momentum away. This is why ram bots line up square before they commit.

Mass is a shield, too

Here is the part that makes weight so powerful: the same mass that powers your hit also keeps you from being thrown. How far a bot gets knocked back or flipped scales with one over its weight:

knockback ∝ damage × (50 / target weight)a light bot flies across the arena; a heavy one barely rocks

So a heavy bot is good twice over: it hits harder, and it is harder to move. A 30 kg bot taking a solid hit gets launched; a 120 kg bot eats the same hit and just shrugs.

The catch

If heavy is so good, why is anything light? Because weight is slow. A heavier bot accelerates sluggishly (it takes longer to reach the speed that makes a ram hurt), and it is less nimble. That is the whole trade: the heavyweight hits hard and stands its ground but lumbers; the lightweight darts and lands first but gets tossed. (The drivetrain side of this lives in Gear Ratios and Wheels vs. Tracks.)

This is your BotForge bot

Real physicsIn BotForge / RumbleBots
momentum = mass × speedram damage = mass × speed × aim × 1.2 × √(gear/5) × 0.45
only the head-on component landsaim is the alignment (dot) of your heading with the hit, 0 to 1
lighter things get thrown furtherknockback / flip magnitude ∝ damage × (50 / victim mass)
a sloped wedge deflects a blowa front wedge cuts the damage it takes (×(1 - 0.6 × wedge)) and scoops the rammer up
So mass is the double-edged sword of the arena. Heavy bots hit harder and refuse to be moved, but they are slow to wind up to ramming speed. Light bots are quick and nimble but get launched by a clean hit. Add a wedge and you can cheat the exchange, taking less and flipping the bot that rammed you. Pick your weight, then pick your fight.

Where else you see it

  • Car crashes. A heavy truck and a light car at the same speed do not fare the same: the truck barely moves, the car is thrown. Same momentum in, very different result, because of mass.
  • Football and hockey. A big player at a jog can hit as hard as a small player at a sprint, and is much harder to knock off the puck.
  • Wrecking balls. All mass, low speed, enormous momentum.

Check yourself

Six quick questions. Pick an answer to see why.