Zucceta
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Post by Zucceta on Feb 13, 2017 22:56:05 GMT
DISCLAIMER: THIS IS NOT A LEGALLY BINDING DOCUMENT, MUCH LIKE THE BREXIT REFERENDUM.
How many moves should one person be allowed to make per post?
For instance--with 3/3 KP, it is possible for one to utilise 3 n1/su1's per round, and then pop a sensu and do 3 more moves--so 6 in one post.
However, this is kind of ludicrous.
What do you think should be allowed per turn? I'm thinking two techniques, regardless of tier or type--so two n1s, an n1/up2 and a SU1, etc.
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Bing Gan
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Post by Bing Gan on Feb 13, 2017 23:11:21 GMT
My gut says two max. Any more is a bit overboard.
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Post by Kallabash on Feb 13, 2017 23:13:26 GMT
I am a newbie, but I will say here what I think:
I think you should be allowed to do as many techs as you can, as long as you have the KP for it. If the guy can shoot 2 N1's and still can use an SU1, then let him do it. He will be weakening himself anyway by doing this.
OBS:dammit, thought it would be the Brexit referendum so we could vote if it's a good idea or not!
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Tekuma Mayakon
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Post by Tekuma Mayakon on Feb 13, 2017 23:15:44 GMT
I would vote a max of 3KP per post. Senzu ends your post and you cannot use any more techniques that post; to prevent spam of attacks.
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Post by Tomoka on Feb 13, 2017 23:16:36 GMT
3. Case closed.
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Post by Brisk on Feb 13, 2017 23:16:47 GMT
I think the system of one KP move per turn should remain, but the complexity of strategy should instead be increased by implementing THIS glorious sugguestion. wodsouls.freeforums.net/thread/7929/kp-system-tweak-variant-changeIf we really want to choose a new number for KP moves per turn though, somebody is gonna have to bite the bullet and crunch the numbers, because it's easy to break things.
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Post by Celmaru Waterfield on Feb 13, 2017 23:17:16 GMT
I agree with Bing; 2 actions maximum.
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Maxxie Everstone
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Post by Maxxie Everstone on Feb 13, 2017 23:26:13 GMT
I agree with Tekuma. A senzu ends your actions for the post. You can use 3 KP max.
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Vi-Poi
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Post by Vi-Poi on Feb 13, 2017 23:44:31 GMT
I vote for 1 Offense Tech, 1 Support Tech, and an infinite number of Utility techs per round irrespective of Senzu/KP.
If you want to attack two people in one round, use a splitter.
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Zucceta
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Post by Zucceta on Feb 13, 2017 23:47:10 GMT
I think the system of one KP move per turn should remain, but the complexity of strategy should instead be increased by implementing THIS glorious sugguestion. wodsouls.freeforums.net/thread/7929/kp-system-tweak-variant-changeIf we really want to choose a new number for KP moves per turn though, somebody is gonna have to bite the bullet and crunch the numbers, because it's easy to break things. I'm really against V2 variants costing the same KP as an N1. It makes N1's mechanically useless as soon as you have a few ten thousand PL.
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Post by Rubega on Feb 14, 2017 0:05:43 GMT
I think the system of one KP move per turn should remain, but the complexity of strategy should instead be increased by implementing THIS glorious sugguestion. wodsouls.freeforums.net/thread/7929/kp-system-tweak-variant-changeIf we really want to choose a new number for KP moves per turn though, somebody is gonna have to bite the bullet and crunch the numbers, because it's easy to break things. I'm really against V2 variants costing the same KP as an N1. It makes N1's mechanically useless as soon as you have a few ten thousand PL. *brexit shudders* I agree with Zuc on this one though. I don't really have much experience thus far in terms of using the KP system so I'm not going to try suggesting things to improve on said system, but I feel as though techniques/variants should be left alone. Makes sense that a V2 attack would cost more KP than an N1 due to the fact that you're essentially putting more power into the attack, risk and reward stuff.
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Post by Toshi Clementine on Feb 14, 2017 0:07:31 GMT
The Normal movement/whatever you guys want to call it and so on will be taken out of consideration no? 1 SU, 1 Off, 1 item (For Senzu or any other items you can use during battle). Its a better way to give the vills more chances since they're normally ganged up on so they can still defend themselves and attack back. I would suggest having certain situations added to this as well.
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Nicolas Mclendon
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Post by Nicolas Mclendon on Feb 14, 2017 0:10:58 GMT
I always thought you were restricted to 1 kp move from the get go.
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Post by Toshi Clementine on Feb 14, 2017 0:11:26 GMT
I think the system of one KP move per turn should remain, but the complexity of strategy should instead be increased by implementing THIS glorious sugguestion. wodsouls.freeforums.net/thread/7929/kp-system-tweak-variant-changeIf we really want to choose a new number for KP moves per turn though, somebody is gonna have to bite the bullet and crunch the numbers, because it's easy to break things. I'm really against V2 variants costing the same KP as an N1. It makes N1's mechanically useless as soon as you have a few ten thousand PL. Yeah, they're a little too good for a 1 KP. Charge them, if someone doesn't have any stun moves or rain strong enough attacks to finish you off there, that's a free 66% 'Special' attack (Could be Homing, Peircing and so on) for 1 KP, lol. If they're much stronger too, it's just overkill.
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Post by Purika on Feb 14, 2017 0:12:18 GMT
I say 3.
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