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With Storm Riding at its most popular height, A civil war is brewing to combat its Gentrification. 

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[Battle System] The Keys of Fighting!

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Noble Negative J3T
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PostPosted: Tue Jan 30, 2018 6:30 am
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WOF: Battle System
 
PostPosted: Tue Jan 30, 2018 6:36 am
Before The Battle
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_______ ○ Some Rules to Abide By

All updates should be sent in before time of battle. For example, if battle is set from Friday, of course you can do races and buff up before the challenge. However, spamming races and turning it in 5 minutes before the battle begins so you can have a high advantage over
your opponent will not work.

If something is not approved, it cannot be used in battle. If a friend gives you a regalia, you cannot use that regalia in battle because even if you get it installed, an update needs to be done and approved before can be used in battle. However, if a person gives you a pair of air treks that they have, since its an item that has been approved in an update, then you can use it because its an approved item that is just given to you and all the details of that is already there and judged.

You fight and react in battle based on your stats. You are stats aren't everything but they do heavily influence way your character will handle situations in a battle. Example, if you have a reaction of 40 and are dodging everything like you have ultra instinct, then you are auto dodging and not following your build.

All fights with no determined winner will come down to a mod ruling. Mod rulings is deeply based on RP skill and determining if you are rping the way you suppose to be. Even if you aren't the most skilled, if you are rping correctly, then you will be fine. For example, if you are just semi lit and you facing a heavy lit person. If you have 300 SP more than your opponent and rp within the rules, it'll come down to rp skill. If both are rping correctly, even though the heavy lit person is rp better than you, the heavy lit person, if rping within his skills, would rp in a way that shows they are competitive, but extremely under matched. Now, if you are evenly matched, and both have 400 SP. Then come down to rp skill mainly for the battle. Who rped their stats correctly, did you react who suppose to. Was all the moves made possible or was there auto dodging?. While upsets are possible to occur, it's highly unlikely to see an F rank beat a Legend.


Unless its a battle that has no rules/ conditions for it, interference by an outsider in a parts war will cause different outcomes.Interference by friends, family, or team members, or ATP are included in this.

Interference by ATP or a neutral force that doesn't benefit or shows favoritism and support for one rider causes a no contest. A no contest causes both riders in the parts war to receiving losing amounts of SP. This would mean ATP interference or rabid rider attacking anything on sight. Or a gang attack.

Interference by a teammate, family member, lover, etc, that benefits a person shall cause immediate disqualification of the battle. The person who received benefits of the battle will receive no Sp while the opponent will receive 10SP. No matter the ranking. If its a regalia battle or a turf battle. The person who benefited doesn't automatically lose their regalia or turf, BUT, are forced to hold a rematch and will have a penalty induced basesd on the frequency of the interference and level. Example, a teammate is shopping at mall, didn't know battle was going on and gets in way accidentally of enemy rider in a dash. Rematch will occur, penalty will be low. (While ooc the person will know. remember we try not to use ooc knowledge and rp based on our characters. So chance character didn't know). Now, if a teammate shows up in support at beginning of battle. Knows fully what going on and chooses launch a pile tornado to keep impede the opponent of winning. Rematch will occur and a heavy penalty be placed on the beneficiary.

ATP appears, no matter what. No penalty. Rematch Likely.

Make sure your stamina/ Wear is accurate. Just because you are in a new fight doesn't mean it'll automatically replenish your wear. If you finish a battle with 20% wear, you begin a battle with 20%. If you end match with 40% wear, next match you begin with 40% wear until your treks are fixed.

The only acceptable interference allowed in a match is by a tuner and that is a tuner who only affects his or her rider. However, if a tuner interacts with the opponent rider in any way, then it falls under the interference rule.
 

Noble Negative J3T
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Noble Negative J3T
Captain

9,775 Points
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PostPosted: Tue Jan 30, 2018 6:38 am
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B ATTLE ____ S Y S T E M
Here's the basic of the basics. Memorize this if need be.
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Stat Tiers/ Descriptions
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_______


• Acceleration

0-100 rollerblading <-> Tracklike
~ Lower tier of acceleration. The rate in which one accelerates starts off similar to that of regular rollerblades. As one increases in acceleration, they will find their rate of acceleration starting to increase and changing less from rollerblading and more like a track start running. At this rate, usually requires a trick to reach max speed within a respectable amount of time.

100-200 Tracklike <-> constant acceleration.
~Moving closer to the standard tier, the track like acceleration starts to creep more to a constant acceleration that you would find from a car or a go kart. Reaching max within reason becomes more of a reality. At this rate, the full potential of acceleration tricks start to materialize.

200-400 Constant acceleration <-> heavy acceleration
~ The middle of the road and average among riders. Riders who are balanced tend to fall within this range. The lowest being the constant acceleration and the highest being heavy acceleration. Heavv acceleration should be the goal of a balanced rider, being able to reach max with little to know effort. However, there are tiers beyond this for those who are more speed demon at heart.

400-600 Heavy acceleration <-> blurlike
~Upper tier of acceleration. Riders of this range have no issue taking off and reaching maximum speed. Those within this range tend to have a moderate to near high speed style of riding. Reaching and moving at max with ease, the more they grow in acceleration, the harder it becomes to keep track, moving closer to moving like a blur in which onlookers tend be unable to see the the action perfectly.

600-800 Blurlike <->Untrackable
~This the highest tier when it comes to acceleration. Once past 800, acceleration reaches a plateau effect. At these ranks, simply taking off and movement starts off as a blur. As one increases, it becomes harder and harder to keep up with the movements of these riders. Especially when they going all out at max speeds, making it hard to keep track of a fight between two riders duking it out in this acceleration range.


• Battle Strength


0-100 Basic <-> Minor
~ Lower tier of the battle strength spectrum. Basic and minor damage tends to range from the ability to causes bruises, scratches, cuts, and marks to the ability to cause basic burns, deep cuts, and punctures. However, it's nothing too major to begin to with.

100-200 Minor <->Moderate
~Within this range, the damage output of tricks become more dependable, having a stronger ability to produce harm. With the lowest being minor damage, as one increases in this range, the damage out put increases to moderate damage. Moderate damage would include gashes, up to 1-2nd degree burns, and concussive capability just for examples.

200-400 Moderate <-> Major
~ The average ranking for a max out rider would be in this range if they were balance style. Being able to moderately to majorly cause damage with one's tricks Moderate damage is same as above, cranking up to major damage which includes deep gashes, 2nd degree burns- close to 3rd degree. Great concussive force as well. Within this range,

400-600 Major <-> Crippling
~Upper tier of Battle Strength. While major damage output does have the ability to cripple a person, The more one rises in battle strength, the more possible the ability to cripple a person becomes. Think back to Simca in the Ova. One attack sent her to hospital, granted it was a surprise attack but still. Does this mean that a prson with 600 BS will automatically cripple people with his or her attacks? No. The amount of damage that is done to a person when a hit lands will depend on BS and one's stamina.

600-800 Crippling <-> Lethal
~This the highest tier when it comes to battle strength. Those with this rank of battle strength have sacrificed in other stat areas to become DPS machines. With this, their tricks can do major damage to the point that they have the ability to become lethal higher up they go. A fang from a person with this high of a stat compared to maybe a minor gash, the fang cuts deep like a sword. Now this doesn't mean a person this strong can one shot kill people, but it more means they have the capability to kill.


• Stamina
:

0-100 Weak Bodied
~ Lower tier of stamina. Those in this range can't take many hits nor can they pump out too many tricks. This is especially true of high ranking tricks. A person with this range of stamina doesn't tend to last long in battles. Especially cubes, but that doesn't mean they automatically would lose. It means that they have to think more about whether a trick is worth the lost stamina or not.

100-200 Strong Bodied
~Within this range, the body is much more stronger and the conditioning of the body and the ability to use tricks increases dramatically. Rider has ability use more high ranking tricks more often and can take and reduce damage at a better rate. It is still below the standard for a balance rider, but it's adequate enough to suffice for many legendary riders including Zane Daisetsu..

200-400 Conditioned Bodied
~ The average conditioned body. The standard for a high ranking rider who is balanced. A rider with this range of stamina can take decent amount of damage. Reduce decent amount of damage and can pump out way more than enough tricks needed for a battle or two. This is often seen as the peek condition of the human body for an average rider. May not take an onslaught of tricks, but a few direct hits from tricks aren't going to easily bring you down.

400-600 Rock Bodied
~Upper tier of Stamina. High damage reduction with ability to still have a fairly decent to average ranking in other stats. Rider with these stats can take decent to a high amount of damage while being able to have reserve large enough to pull off even matches of nothing but high ranking tricks not having to really think about it much.

600-800 Diamond Bodied
~This the highest tier when it comes to Stamina. Those in this range have not only surpassed what many deemed possible athletic and endurance wise, but also seem to withstand an inhumanly amount of damage. Those in this ranking are hard to damage and hard to tire out, but while they have insane defense, one must remember they are heavily limited in other areas such as agility, speed, and even dps from tricks.

• Jump:.


0-100 No control
~ Lowest tier. The people in this range maybe can get a movement out of their body in the air near the end of the range. However, in the air, thy are mainly just rocks. The movement in the air usually comes from momentum and going into the air at an angle.

100-200 Minor body control
~Within this range, a person is more in tuned with being in the air. They are able to do basic movements in the air, more attuned to moving in air without assistance of tricks and are able to dodge more effectively. Some call these riders little fledglings.

200-400 Moderate body control
~ The average range of those who storm ride. In most retrospectives, riders tend to land in this area. Being able to adequately dodge for the most part tricks as long as you see them coming. However, this is only limited still to about one or two. You won't be dodging attacks effortlessly or of large quantity still. Even with this control, movement in air still draining.

400-600 General Body Control
~Upper tier of Jump. This range, users have general body control in the air. This means, in retrospect, the same control of their body that is displayed on the ground translates almost identically to that in the air.

600-800 Fully body control in the air within reason. The air is literally their home, making it a better riding surface for them than on the ground. Many people in this tier have been compared to a butterfly, fluttering in the freedom of the air.

• Air Reaction/Reaction:



0-50 Slow Reaction
~ Lower tier of Reaction. Very Slow to react. Easily able to catch off guard and even being hit with a trick in plain sight and straight forward, some still find it difficult to react in time. Now of course, if a trick like 100 feet away and you see it, you got more than enough time to react.

50-100 Moderate reaction
~Within this range, the rider is better equipped to react to incoming attacks and tricks. At this point, riders are able to have a little bit of clutch factor. You find riders in this range able to pull off narrow dodges, and last second saves in which only pure luck and skill could get them out of. Think dodging a blade at last second.

100-200 Cat Like
~ The goal range of an average rider. In this range, reacting to tricks aren't a hassle as it was before. However, that doesn't mean can dodge everything. In fact, surprise attacks and tricks still catches the rider off guard and decreases the chances of reacting to it. Still, at this point, one can be like a trained fighter. Bob and weave, counter and strike..

200-300 Assassin Like
~Upper tier of reaction. At this point, attacks become easier and easier to react. Like a trained assassin, their reaction are on point, able to react and counteract at a heightened rate. Almost acting as if they have a 6th sense. Their reaction almost is at the level of beyond human, pushing its barriers.

300-400 Machine Like
~This the highest tier when it comes to reaction. Riders at this point have reaction so high that it is almost like they are robotic. Most tricks and tactics they are able to react to with ease, finding the way to counter or dodge. This doesn't mean they can dodge everything. This doesn't mean they can auto dodge. However, it does mean most things, they have ability to react. They still can be caught of guard. They still can be trapped. And most off, they still can be hit.

Damage indication

When an attack lands, trick depending, the damage that it causes at base level is calculated by (BS-Stamina)= damage dealt. Of course this refers to perfect scenario where a direct hit is made and no defensive maneuvers were taken or defensive tricks were used. Lets take Rider A and B. Rider A lands a perfect Sonia thorn on rider B. Rider A's BS is 350 while Rider B's Stamina is 200 at beginning of the fight, but at this time he was hit with the attack, Rider B's stamina was 150. 350-150 = Damage of 200 BS. So while Rider A naturally can give out closer to Major damage through tricks, but due to Rider B's stamina the damage is reduced. Of course, there are other ways to reduce damage being received like tricks, armor, and one's environment. When describing the damage that you receive, this indication is to help give a realistic description of type of damage the receiver should be describing. Note, this doesn't mean receiving major damage from a fang would cause receiver to write that he got his arm cut off, but more they have a deep gash making it hard to move their body without causing blood to spill out. So what about the earlier example with the Sonia rider? While Sonia thorns don't do external damage, they would do major internal damage. Meaning, one could respond being tired, barely standing, and feeling like they just got hit by a truck. However, one would NOT respond by shoving it off like it was nothing.


Air Time:
Same as in regular description. There aren't really tiers to Air time, it just straight forward how long can last in air
 
PostPosted: Tue Jan 30, 2018 6:39 am
After The Battle
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_______

If a winner is not determined. A mod will step in to decide a winner.

If Parts are wagered, the wagered parts must be given to the winner. Same goes for all turf, and territory. Now if you bet a date or something and the losing character refuses. Well that just story. That's Tough.

Once Battle ends, so does the attacking, unless you are defending yourself. Attacking a person after battle is assault and could get you fined/jailed by the ATP if seen or reported.


It takes a total of 5 posts after a battle to fully recover Stamina. If you fight again before the 5 post cool down, your stamina will not recover fully for that battle and you will fight with the remaining stamina that you have at that time.
 

Noble Negative J3T
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