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 Combat Teleportation Rules

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Subject Post 1PostSubject: Combat Teleportation Rules   Combat Teleportation Rules EmptyThu Feb 14, 2019 6:25 pm


COMBAT TELEPORT

We are allowing combat teleportation again, but not without some ground-rules established.

Minimum Inclusions

We're no longer blanket banning combat teleportation, but we're not also outlining precisely how to do it. Ultimately, Combat Teleportation will be allowed again on a case-by-case basis, and here's some of the defined limitations that generally must be included for the sake of balance and fair usage:
  • numbers of times usable per post/per thread
  • generally necessary set-up/preparation, no auto-usages
  • does not lead into an auto-hit, ever
  • must be interruptible/negateable/stoppable, no full-certain usages


Example

You don't need to use this exact manner of combat teleportation, but for the sake of a good illustration as to what we mean, Absentee has written an example of an approvable combat teleportation:

Let's take an easy example, Minato. His teleportation works on a swap system. He throws something that is tagged and by activating his ability he can trade places with that object. This would certainly be an acceptable way to format such an ability on PH, but there would need to be more concrete limitations set in place. Such as, how many times can this be done in one post, how many times can this be done in one thread, how quickly can this be done in succession, how much energy does this take to accomplish, and how do we counter auto hit or miss(guess they never miss, huh?)

Let's answer those questions now. Except for under extremely extenuating circumstances, that must be clearly laid out in your own creation of such an ability, there is a hard limit of one teleportation per post. The second question is a bit harder to answer, as it relies heavily on the proficiency and energy of the user, but as a general, teleporting more than five times in a normal length thread would really be pushing it. As for how quickly this can be done in succession, again, unless very clearly defined upon creation as otherwise, no less than two posts should be made between every utilization of combat teleportation.

Now, how much energy does this take? Again, this can depend somewhat on the skill of the user, but in general it would be safe to say that anyone below two tier would find themselves having an incredibly difficult time if they were to rely heavily on teleportation, as it would certainly use up more energy than even the strongest of mid level attacks. Finally, if one is able to teleport how are they expected to get hit by anything? Well, that will come down to the specific workings of the ability created, but in this example of Minato we can see a few ways to deal with that. Firstly he must create an object that is tagged for his teleportation. It is reasonable that he could create these in advance however. With that in mind some more limitations need to be placed. Let's say that these objects will only remain charged for a limited amount of time, say within the thread that they're created in.

With this in mind it becomes obvious that things are becoming more difficult for Minato. Secondly, he must throw this object and then activate his ability when it is in place, which means there's a lag between when he throws it and when it is in a suitable position for him to teleport to. This provides both the opponent and the teleportation user a lot of room for counter-play. Now, when Minato teleports behind someone, why is that not an auto-hit? That would be because there's a limit on how far into your attack you can be while teleporting. There would always be a split second to turn and react to this attack, that just depends on whether or not the opponent is perceptive enough to understand what's happening, and quick enough to do something about it.

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