Lou_change
He/Him- 10,153
- 5,393
So what do we make a list of rules for speed based powers, what about characters that actually use KE.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Mr. Bambu makes sense to me.My vote remains for relative equalization. Everything is as fast to one party as it appeared originally in their own verse.
I agree with this btw. Keep attack speed and stuff relative unless it causes scenarios that causes the slower character to have an advantage by acting faster under speed equal.Equalization of speed is something done to prevent speed blitzes, however it is made a point that if the equalization of speed occurs and the slower character wins primarily due to this equalization of speed then it isn't allowed. This seems like one of those cases in which slower characters would win primarily due to speed difference so I don't think immeasurables should lose the benefits that their speed grants them.
That's really the only complexity to the matter as far as I see it. I would say I'm in favor of passives working on immeasurable and allowing immeasurable characters to work with speed equal- anything other than this seems dumb.So you're in support of things like time stop resistance via speed and such are null in speed equal?
AoE attacks can't be dodged through combat speed (although may be blocked if the character has the ability to do so), no matter the speed difference; its reduced to what its the maximum distance that the defender can cover in one movement and the range of the AoE attack (although, I'm aware that this is not something that profiles lists).
I would argue characters with the ability to walk over water should be allowed to continue doing that, even if they shouldn't speed wise. Similar how characters that can create tornados by running fast in circles should be allowed to do that. Actually, let me add that to my suggestion above.Well, when you equalize speed you expect weird results to happens; characters fast enough to run over water will no longer be able to do that, cameras will now be able to record speedsters, etc. Being as fast (or faster) than bullets its just a coincidence, unless the character have the power to gain the speed of a projectile (in whose case is not equalized).
I would rather they get equalized as well tbh. Seeing how supernaturally fast guns are no issue, I don't think equalizing one gun to be faster than another would be a problem. And, as said, this would affect the fighting style of the user, since it now can't keep up with its own shots anymore. Typically the opponents of such characters can also keep up with their bullets, which is a huge reason to even do any close combat gun fighting style.Ok, so how do we handle characters with firearms? I suggested the independent speed cuz, if we use relative speed, then it would benefit the slower character when both fighters use firearms.
@AKM sama @Promestein @Ryukama @Ultima_Reality @Sera_EXPersonally, I would be in favour of equalizing things by scaling them relative to combat speed, like others have suggested.
Equalizing everything is a bad take, as every ranged weapon would become completely useless. It's just not possible to snipe someone from 2km away with bullets moving at running speed.
Leaving 'independent' speed unequalized IMO has weird results. Like a character that is as fast as his own bullets, suddenly become way slower than them. Furthermore, I think what is an 'independent' speed would in many cases be controversial. With magic and weapons build into cyborgs and stuff it's sometimes hard to tell.
In total, I would suggest this system of rules:
- The combat speed of that faster character is equalized to the combat speed of the slower character. Every other speed the faster character has is reduced by the same multiplier. This includes the speed of any attacks, projectiles, reactions, perception, flight etc.
- Speed Amplification techniques grant the same percentile of increase to a character's equalized speeds, as they would to their usual speeds.
- Any speed equalized match, where a major reason a character loses is due to having a disadvantage against some speed value they usually wouldn't have a disadvantage against, may not be added to profiles.
- As a result, winning a speed equalized match against a faster opponent due to a speed boost so large that it blitzes the opponent will not be added.
- Matches in which characters with Immeasurable speed lose against not-immeasurable passive abilities would likewise not be added, as the Immeasurable characters would normally be faster than the instantaneous passives.
- While time stop, which could be viewed as an infinite speed amplification, works even on characters that would resist it via speed, those matches can likewise not be added.
- Abilities based on speed are retained. Characters that can run over water via speed can, for example, still do so even if now technically too slow for that. Likewise, a character who can create a tornado by running fast in a circle can still create one by this manner, even though they are now running slower.
- As a result, Immeasurable characters that get speed equalized retain their ability to travel through time, even if it now isn't via speed anymore.
If a character as fast as the very bullets he uses fights a character of equal speed, their bullets were always useless at long range. Even without speed equalization, if he meets a character as fast as him, then his bullets could only be useful in close combat. What that means is that this characters fighting style would already be based on close combat stuff and having him fight like that is no different to his normal combat style.One most be aware that, when equalizing speed, one will alter several factors of the fight: talking about the same example, if you say that character X speed = bullet speed, then that either means this character is going to speedblitz character Y (if the speed difference is big enough), or reduces the speed of the projectiles (in whose case they're going to be reduced to uselessness).
Well, then I am against it out of principle. Having users of realistic projectile weapons profit more from speed equal than all their supernatural counterparts would be extremely unfair.As for what qualify as "independent speed", welp, in principle it was a rule for firearms and other realistic projectile weapons, but it also apply to attacks that have a stated set speed. But by standard, no supernatural attack wouldn't qualify as "independent speed".
@SomebodyData @The_real_cal_howard @Dragonmasterxyz @Celestial_Pegasus @Soldier_Blue @Saikou_The_Lewd_King @Andytrenom @DarkDragonMedeus @Wokistan @Mr._Bambu @Elizhaa @Qawsedf234 @ByAsura @Damage3245Personally, I would be in favour of equalizing things by scaling them relative to combat speed, like others have suggested.
Equalizing everything is a bad take, as every ranged weapon would become completely useless. It's just not possible to snipe someone from 2km away with bullets moving at running speed.
Leaving 'independent' speed unequalized IMO has weird results. Like a character that is as fast as his own bullets, suddenly become way slower than them. Furthermore, I think what is an 'independent' speed would in many cases be controversial. With magic and weapons build into cyborgs and stuff it's sometimes hard to tell.
In total, I would suggest this system of rules:
- The combat speed of that faster character is equalized to the combat speed of the slower character. Every other speed the faster character has is reduced by the same multiplier. This includes the speed of any attacks, projectiles, reactions, perception, flight etc.
- Speed Amplification techniques grant the same percentile of increase to a character's equalized speeds, as they would to their usual speeds.
- Any speed equalized match, where a major reason a character loses is due to having a disadvantage against some speed value they usually wouldn't have a disadvantage against, may not be added to profiles.
- As a result, winning a speed equalized match against a faster opponent due to a speed boost so large that it blitzes the opponent will not be added.
- Matches in which characters with Immeasurable speed lose against not-immeasurable passive abilities would likewise not be added, as the Immeasurable characters would normally be faster than the instantaneous passives.
- While time stop, which could be viewed as an infinite speed amplification, works even on characters that would resist it via speed, those matches can likewise not be added.
- Abilities based on speed are retained. Characters that can run over water via speed can, for example, still do so even if now technically too slow for that. Likewise, a character who can create a tornado by running fast in a circle can still create one by this manner, even though they are now running slower.
- As a result, Immeasurable characters that get speed equalized retain their ability to travel through time, even if it now isn't via speed anymore.