Post by Vio on Apr 16, 2017 6:11:42 GMT -5
Hello, everyone!
First of all, I’d like to wish you all a Happy Easter.
Second; I’ve decided to write this little piece on ‘battle etiquette’, partly for my own peace of mind, but also to voice my opinions and give room for us all to discuss something that’s not often portrayed here on Bon Voyage. I’ve had my fair share of Player vs Player matchups in the past – the initial clash between Scarlette and Pluto on Amino Island and the choreographed duel that was Malcolm versus Yoko – but now I’ve entered two new clashes of greater scale. With Scarlette going against Pluto once more and Aluco attempting to arrest Kano, things are heating up on my end!
But, what’s good etiquette in these situations? How should we go about these confrontations when, as a site, we have no real mechanical system (nor do we want one) for OC battles? Here are my thoughts on the matter, but feel free to share your own opinions! I’m not making this thread just to talk to myself!
Battle Pacing
What span of time should a turn take during a round of posting?
To me, pacing is always something people struggle with. It’s an ‘unseen’ element of your writing that can only be felt when you step back and read from start to end. It’s not immediately obvious, like spelling and grammar, nor does it work like context in that a few sentences can tell a whole story. It’s something more.
In battle, things are fast-paced. Reactions are swift and thoughts swifter; even lulls in the fighting are short-lived – enough for a combatant to catch their breath and make a brief analysis of the situation at hand. For me, when engaged in combat, a post should span maybe a dozen seconds of time. Of course, this is extremely flexible, but it should still be quick. Uttering a taunt or inspiring shout spans just a few seconds and, for anyone who’s never been in a fighting situation, I can assure you that thinking quickly is a given.
I work out pacing based on what’s going on and, personally, when I read back over a battle post I’ve made, I like to perceive the scene in slow motion. The more intense the event, the more I can write, and that to me represents the ‘time slowing’ effect of a potent rush of adrenaline boosting your senses.
Battle Formula
What are the logical steps to posting in a combat situation?
This is entirely different for choreographed (i.e. pre-planned) posts, but for the ‘go with the flow’ style of posting I’m using in more recent conflicts, I find a particular pattern works wonders.
Reaction; Movement; Special; Attack – this is the order in which I prefer to write the events of a post. First of all, I take care of how my character would react to what happened in my thread partners’ posts prior, whether that’s verbal replies, quiet thoughts or even attempting to dodge, block or parry an incoming strike. Following that; how does my character move? Do they reposition themselves in order to gain the initiative, or simply to make sure their opponent can’t follow up with some devious play? Staying still in combat is ill advised at the best of times, though that’s not to say some characters won’t do it anyway!
By ‘Special’ I mean; any action that’s not a direct attack against an opponent. For example, in one of my more recent Aluco posts, her ‘Special’ action was to whistle for the assistance of fellow Marines. In the same move, mostly because it didn’t take up that much time, she also spent this time transforming into one of her Zoan states. These actions should be judged accordingly, but to me can consist of various little things that aren’t directly related to hitting an opponent. Bigger things, such as revealing an Overdrive or the like, might wholly consume this moment. Some more passive Techniques might also fall under this category.
Finally, my character launches their attack! This could be a normal attempt or a Technique.
Battle Results
How does a character react to being attacked?
In my honest opinion, there are a few things that annoy me in certain circumstances. First off, no matter how quick or skilful a character is, the player should always be willing to have them take a hit. For reckless characters, this isn’t much of an issue. The ‘berserker’ type is more than likely going to get swiped by some form of attack as they try to retaliate – it’s their nature. For swifter, more graceful characters, it might not be as easy. However, a good way of looking at it is this; does my character anticipate what’s about to happen, or is it so out of the blue (an as of yet unseen Technique or unorthodox style of attack) that they can’t react properly?
Even the most analytical of characters can be stumped by an opponent’s actions. Take into account distance, style of attack and locale when determining these things and you can end up with a great scene! There’s nothing quite as exhilarating as when an otherwise powerful opponent gets wounded by a weaker adversary’s newest skill, plus it paves the way for some interesting character development in the midst of a heated battle!
Combat Scaling
How does a character’s Class affect combat differences?
Aside from Techniques and such, Class is something I’ve only recently thought about in this sense. To me, there’s no huge gap between them, even if the Experience required says otherwise. It’s more like, as a character progresses, it becomes harder to progress further. It takes more – a character has to strive for more to gain more.
Generally, I’d treat it on a scale. If you’re equal Class to your opponent, your fight should be very even. If you’re a Class above them, then you’ll have the advantage, but not necessarily a massive one – it’s more than likely that you’ll take hits and could be pushed to extremes towards the latter end of the battle. You don’t overpower them, but an Overdrive or such might be required if you want to definitely finish them off! Alternatively, if you’re a Class below them, then using your Overdrive might put you in the lead! In a canon example, Blueno probably just about outclassed Luffy, but Gear Second tipped the scales quite significantly in the latter’s favour!
But what if your opponent is two Classes higher? Well, that’s an extreme fight for you – or for them if the opposite is true! It’s not outright unwinnable, but it’d sure take a lot for you to gain the advantage. Using an Overdrive might be required to balance the scales, or even just keep up! Just remember, for all you powerhouses out there, sometimes something simple can be a superhuman fighter’s Kryptonite!
And now, the mythical difference of three Classes. An E Class character should have no chance against a B Class, whereas the so called mythical S Class is leagues above the C Class. Luffy in the earlier half of the Grand Line would’ve stood no chance against an opponent such as an empowered Hody – hard to imagine, but probably true!