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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Sim-Battle Arena - The Sim Battle Arena Rules and Regulations Legislation Poll | |
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How should the current SB rules be changed?
PANCAKE!
The Rules should be made more restrictive
 
15.4%, 2 votes
The Rules should be made less restrictive
 
15.4%, 2 votes
The Rules should stay the same
 
15.4%, 2 votes
The Rules are unbalanced and some restrictions need to be made along with some exceptions
 
53.8%, 7 votes
Multi-voting is disabled.

User Post
Grey the Stampede

Don't mess with powers you don't understand.

And yes. That means donuts.
Level: 82

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Since: 06-17-04
From: Kingston, RI, USA, Earth

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Posted on 04-16-05 09:08 AM Link | Quote
I've noticed a few inconsistencies in the rules of our hallowed arena. I think it's about time we went for some changes, but I don't want to do it alone. It'd be best, in my opinion, if we all collaborated on some suggestions.

I, for one, am not particularly fond of the "no teleportation" rule, because it seems as though battlers have just found a way out of the teleportation clause by making characters who are so fast that it's like teleporting. In fact, User Grey teleports. Even though he's not a Sim Battle character and he's technically the moderator of the arena, Cheesepie was right: It was against the rules, and yet he teleports anyway. I don't think teleportation is a bad thing; I think in excess it is, but not in moderated amounts.

So come on, any suggestions? Problems you've got? Maybe you disagree with what I just said about teleportation? I need to know to make the change.
Schwa

Green Birdo
The Embodyment of Good,
infused with the Living Assets

"Alpha Psibeam!" (echo effects)

Level: 66

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Since: 04-25-04
From: Spanaway, WA

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Posted on 04-16-05 09:17 AM Link | Quote
So far I'm undecided of the voting matter, but as for teleportation...

I think teleporting should be allowed, but as an advanced technique. And, since advanced techniques are harder to perform and maintain and usually require some sort of minor tradeoff (i.e. wearing out, mana loss, slowdown or stopping period, etc.), the use of teleportation wouldn't be overused. And if it were overused, the character would either A) be constantly backlashed by some minor effect of the teleportation (for Schwa, it would probably be the inability to react quickly right after appearing, if you need an example), or B) be godmodding. And we all are hoping for the former, right guys? Exactumondo!

Either way, even if it were allowed I doubt Schwa would use it very often, if ever... While I think it's a cool idea, my character believes strongly in Honor and that speaks for itself. (Yes, I'd rather keep my characters realistic than make my fights snazzier. To me, the personalities of the fighters IS the snazz! Woo hoo!)
cpubasic13
17 years old now. Time to buy some M rated games by myself!
Level: 54

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Since: 03-15-04
From: Blame my parents, Eddy

Since last post: 2 days
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Posted on 04-16-05 09:50 AM Link | Quote
Hmmm... teleportation... well, here is my opinion on that.

Teleportation could be a useful defence move, but if used it gives you a very unfair advantage. However, teleportation for entering a battle arena or leaving should be allowed, as the battle hasn't started/is over.

And besides, the only time my William character would teleport (hasn't yet) he would have to use a teleportation device such as the teleporter from the Worms series or a teleportation item... other than that, no teleportation.

I am wondering about godmodding though... some people think their character is ultra powerful or can't be touch by any attack... I find this annoying in some cases, especially when they use an ultra-powerful attack and... well, don't charge or don't have a negative effect... some characters that have progressed, maybe, but not new characters that haven't developed...
Dracoon

Zelda
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Posted on 04-16-05 10:02 AM Link | Quote
Pancakes eh?


Teleportation has never been a big rule for me, but there should be one major restriction to it, cause I know how it is going to be abused. People are going to wait till you use your desperation tech, and then teleport out of harms way. So, make it so you can't teleport when there is enough energy/magic/or whatever.

Some rules need to be changed and a few things here and there, but it is nothing too serious.
Grey the Stampede

Don't mess with powers you don't understand.

And yes. That means donuts.
Level: 82

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Since: 06-17-04
From: Kingston, RI, USA, Earth

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Posted on 04-16-05 10:03 AM Link | Quote
Alright so we have god moding and teleportation as possible rule revamps already. We need more suggestions! Get-----motivated!
Dracoon

Zelda
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Posted on 04-16-05 10:06 AM Link | Quote
God man, I have to get up in four hours, don't pressure me

Well, the only real rules we have are God-Modding, Modding, No Teleportation, No Obcenely powerful moves without a charge, and thats about it...
Jarukoth


IRRATIONAL EXUBERENCE!!1!
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Posted on 04-16-05 06:20 PM Link | Quote
Well technically, I think Kirbynite covered that when he said "No Saijin-y-ness". When he said no teleportation, I'm pretty sure he was referring to any such over-the-top moves without any sort of drawback to them. My characters teleport, but by opening portals that allow them to warp from dimension to dimension, not in battle. It's exceptions like these that make all the difference.

As for the rules, unless something else comes up, shouldn't that be all we need for now?
Schwa

Green Birdo
The Embodyment of Good,
infused with the Living Assets

"Alpha Psibeam!" (echo effects)

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Since: 04-25-04
From: Spanaway, WA

Since last post: 1 day
Last activity: 13 hours
Posted on 04-16-05 07:06 PM Link | Quote
Dracoon, you missed something-- no obscenely powerful moves without a drawback, not just a charge. Zerodius once used a move against me in a battle with Yiusi, called Dark Override. It was insanely good, but it was a suicide move and KO'd Zerodius. (However, Z was already at critical vitality.) In the same battle, he used another insanely good move but it took 5 turns of charging to work.

Both attacks were legal, in my opinion. A little over the top, but legal. (I mean, 5 turns? It would HAVE to be good!) And the requirements, also in my opinion, were equal to each-other in severity.
PumpkinPie
Boo! I'll scare your dad!

Big Boo
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Posted on 04-17-05 06:26 AM Link | Quote
I think the rules are pretty fine the way they are now, but, uh, I haven't seen that many battles yet. Teleportation should be allowed, but not for use in a cheap way. Then again, there are many abilities that could be abused, but that would be the battler's fault. So, as for suggestions, I don't have many ideas right now.
Sukasa

Boomboom
Error 349857348734534: The system experienced an error.
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From: *Shrug*

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Posted on 05-22-05 09:45 AM Link | Quote
Eh, make the rules be less restrictive, and have it so that abilites simply can't be abused. There you go.
Forte.EXE

Buzzy Beetle
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Posted on 07-05-05 11:13 PM Link | Quote
I think teleportation should be allowed, but after used, a setback happens to the character who "warped". Let's say I'm in a sim-battle using Sephiroth.EXE. He mostly teleports around to avoid most basic attacks, but that leaves him in a position for the opponent to damage him with a high based attack. Teleporting if allowed, should be made so that when used, some sort of setback or after-effect happens afterward. The same applies for his Protochips.

One other thing, if a character has a powerful attack and doesn't need a charge, that SHOULD be explained as of why that happens. Another example, Forte.EXE's Dark Messiah (Program Advance in MMBN4).The first version requires a turn, but the second version (MMBN4), is that Forte vanishes from view, and a dark hole opens where he stood, producing a Dark Soul of ANYONE (yes, anyone here) in the Sim-Battle Arena. That DS attacks with Bug Charge (# of times depend on the posts I did before this happens), then Forte reappears and uses EarthBreaker which needs a turn for charging, and Darkness Overload (no turns needed for Darkness Overload) at the opponent. If something like what I explained above happened, then a drawback would (and should) happen, mine is that Forte can't use high damaging attacks for FIVE whole turns.

With "Special" moves: Forte attacks with Shooting Buster, then follows up with three swipe from his Dark Arm Blade, or a sudden outburst of darkness and angst from Darkness Overload. They are two basic attacks. A special move is something that requires a turn for a charging effect, like Earth Breaker (mentioned above).

Thats all I can think of on the top of my head.
Lucifer

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Posted on 07-27-05 07:25 AM Link | Quote
I know this is outdated, but I just want to throw my two cents in about the teleportation and special abilities.

No character should be able to use any special abilities such as teleporation, flying, SUPER DEATH HEAT RAY VISION...etc. Stuff like that, without a reason, you know? Someone can't just go and make a 13-year-old boy and say, "OMG, he can fly, cause he can". Stuff like that is just ridiculous. If someone's character has a special ability, they should have a decent/detailed reason behind why they can use that.

If I repeated what anyone said, sorry, too much reading for my nighttime ADD.

EDIT: I forgot about Ultimate/Super/etc. attacks. I believe these should only be used near the end of a battle, when someone is in the clear for a win, when the battle has gone on for so long that one of the characters has to be weak enough to be defeated. Stuff like that. I like destroying rule-breakers with Ultimate Attacks too.


(edited by Lucifer on 07-26-05 10:27 PM)
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