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I've two main points of concern regarding our current Legend of Zelda speed listings.
1. Onox's lightning-speed feat
Namely, I do not believe that this is a sustained speed feat, and should thus apply only to Onox and above's combat/reaction speeds.
Yes, I understand that the cinematic took a decent bit to finish: however, within the context of what occurred, Onox bolted down from the heavens, kidnapped the Oracle of Seasons, and bolted away: there's no reason to assume that Onox could sustain this speed for an extended period of time, given its demonstration occurred during such a short timeframe. I would propose nerfing the travel speeds of everyone scaled to Onox back down to Supersonic+, unless there's another travel feat I've looked over.
The only (possible) exception to this rule, I would think, would be Epona. She has consistently been far faster than any incarnation of Link; fast enough, even, to outpace or keep up with many of his high-tier opponent's attacks. The battle with Ganondorf at the end of Twilight Princess comes to mind...
2. Calamity Ganon's Blood Moon feat
I do not see why we do not consider this a valid speed feat, as well as a valid power feat. Ganondorf's telekinesis should be no slower than any of his other magical attacks, all of which Link and the like can react to at very close range, and so the speed at which the Moon was moved (~Mach 12270, or Sub-Relativistic, at least by my calculations) ought to apply to both Calamity Ganon and anyone comparable or superior ought to scale.
"But it must be 1.8 minutes of in-game time, if it takes 1.8 seconds of real time!!"
I don't understand how you could apply that here. I would understand, yeah, if this was performed over an extended period of time, as in that case the accelerated day/night cycle would make itself evident within the game's world. However, when we're dealing with quite literally less that two seconds of time? That's "combat time," I'd call it, an immediate effect that is supposed to involve the player with what is happening then and there in the game's reality. Combat in general is a good example of this.
Think about that for a second. If we were to apply this rule to every game with a day/night cycle, and such a game existed in which a bullet took about a quarter of a second to go anywhere, we would be asserting that it took a quarter of an hour to travel from your barrel to the guy's face. This sort of thing is clearly not meant to simulate the flow of real time in short instances like these, but to immerse the player in the world as a whole (when its not also an important gameplay mechanic)
TL,DR: It doesn't really make sense to equate 2-ish seconds of time in the game with 2 minutes of Link slowing drifting through the game world like the air is molasses.
Anyone else, thoughts, objections?
1. Onox's lightning-speed feat
Namely, I do not believe that this is a sustained speed feat, and should thus apply only to Onox and above's combat/reaction speeds.
Yes, I understand that the cinematic took a decent bit to finish: however, within the context of what occurred, Onox bolted down from the heavens, kidnapped the Oracle of Seasons, and bolted away: there's no reason to assume that Onox could sustain this speed for an extended period of time, given its demonstration occurred during such a short timeframe. I would propose nerfing the travel speeds of everyone scaled to Onox back down to Supersonic+, unless there's another travel feat I've looked over.
The only (possible) exception to this rule, I would think, would be Epona. She has consistently been far faster than any incarnation of Link; fast enough, even, to outpace or keep up with many of his high-tier opponent's attacks. The battle with Ganondorf at the end of Twilight Princess comes to mind...
2. Calamity Ganon's Blood Moon feat
I do not see why we do not consider this a valid speed feat, as well as a valid power feat. Ganondorf's telekinesis should be no slower than any of his other magical attacks, all of which Link and the like can react to at very close range, and so the speed at which the Moon was moved (~Mach 12270, or Sub-Relativistic, at least by my calculations) ought to apply to both Calamity Ganon and anyone comparable or superior ought to scale.
"But it must be 1.8 minutes of in-game time, if it takes 1.8 seconds of real time!!"
I don't understand how you could apply that here. I would understand, yeah, if this was performed over an extended period of time, as in that case the accelerated day/night cycle would make itself evident within the game's world. However, when we're dealing with quite literally less that two seconds of time? That's "combat time," I'd call it, an immediate effect that is supposed to involve the player with what is happening then and there in the game's reality. Combat in general is a good example of this.
Think about that for a second. If we were to apply this rule to every game with a day/night cycle, and such a game existed in which a bullet took about a quarter of a second to go anywhere, we would be asserting that it took a quarter of an hour to travel from your barrel to the guy's face. This sort of thing is clearly not meant to simulate the flow of real time in short instances like these, but to immerse the player in the world as a whole (when its not also an important gameplay mechanic)
TL,DR: It doesn't really make sense to equate 2-ish seconds of time in the game with 2 minutes of Link slowing drifting through the game world like the air is molasses.
Anyone else, thoughts, objections?