Post by Amara on Sept 13, 2021 12:07:59 GMT -5
Reuploading because some asked. I don't really care anymore this is just see it can be seen. Stupid idea fusion bad I get it so I won't be defending anything in the replies
So basically I'm gonna import a lot of the stuff from the Turbo post on this and adjust where necessary to fit Sparking's climate and mechanics.
Fusion is a constantly discussed and thought of what-if mechanic in any Dragonball RP, our currene site included. And yet despite being a constant fan favorite Fusion has failed to ever make headway into becoming a concrete mechanic. Perhaps the obvious doesn’t need to be stated for most of you, but listing out the core issues in a discussion meant to possibly bring it into a balanced and enjoyable state is important.
Balancing: It goes without saying that canon levels of Fusion power are completely off the table. Fusion, as is in current Dragonball, is far too powerful to exist at any level in a cooperative roleplay environment. However, that doesn’t mean Fusion absolutely needs to be represented with its canonical level of power if it was ever implemented. Some argue that this defeats the point and that it wouldn’t be faithful to the source, but then again it isn’t like Bio-Androids jump 100k+ power every absorption, and SSJ3 isn’t quite so close to SSJ2 in the original portrayal. I think that the concept of Fusion is enjoyable enough to ‘nerf’ in a sense so it has a chance.
Control: Another topic constantly brought up is how a Fusion would play. Both in terms of who can act with it and how XP would be distributed. This is a very valid concern in both areas, though I think workable round ways to solve both are possible given enough thought and development (not to say you haven’t already put thought into it already!). I’ll cover this specifically more in detail during my actual suggestion phase of this post.
Implementation: A big wrench in the area of balancing is how exactly Fusion would exactly work in terms of performing and obtaining it. Making it too easy and noncommittal to both obtain and perform would turn most DEs or serious combat threads into Fusion-only battles. If it were to exist, Fusion would need a high level of dedication from TWO players to feasibly be balanced in this way. It should be less of a ‘win button and more an alternate path or strategy. Perhaps in some cases it's even the worst option, but DAMN if it isn't stylish.
Solutions
>> Implementation: In this concept, Fusion will be solely achieved through the dance - Potara and Metamoran bands can be ignored given one is non-canon and the other would be an even bigger nightmare to balance. As an alternative, Fusion would be made available by spending SIX technique slots to obtain the Fusion Dance [ULT] Ultimate. In order to fuse, ANOTHER compatible character would also need the same [ULT]. I'm in the dark on how Ultimate techniques will work in Sparking, but the general idea is that they must commit a HEAVY option to merely having the opportunity to potentially fuse.
During a thread, if two applicable characters would like to fuse, a few steps need to be undertaken. 6 KP & 6 MP must be spent in order to first initiate the fusion. No other KP action must be taken on the same turn prior to initiating fusion. The dance takes two posts to finish including the initial post, though if either character takes 100%+ of their PL in damage during the fusing attempt it is canceled and cannot be attempted again for the rest of the thread.
>> Balancing: Fusion works thusly: Characters must be within 70% base PL to be eligible to fuse. The resulting Fusion would retain the strongest base PL of the two Fusees while gaining a 40% boost to it. For example, if a player with 150,000 base PL fused with someone at 100,000 base PL, the resulting fusion would have 210,000 PL. This does not count as meeting the threshold for a new transformation.
Transformation wise, the Fusion would retain access to all applicable transformations either of their Fusees had. There is a caveat, however. As some older players may remember the term, any transformation (and/or the base form) for the Fusion will turn into a Temporary Transformation. What does this mean? The fusion will have a completely filled unique bank of 15 KP to use at their discretion. KP cannot be regenerated nor restored through item usage when fused. Once the Fusion runs out of KP, they AUTOMATICALLY de-fuse. In addition they have an increased MP cap up to 9 MP but start at 0.
Upon de-fusing, the two individuals will retain the full brunt of any and all damage sustained by the fusion. For example, if both people fuse at 0% and their Fusion takes 100% damage, both players will now have 100% after de-fusing. Healing effects of any kind, be they from outside sources or traits, are HALF as effective as normal when Fused. KP/MP counts remain the same as it was before Fusion. This generally means players will have 0 KP/MP after de-fusing if no restorative items are used.
Traits will carry over from both Fusees, however if there is overlap such as both Fusees having the ‘durability’ trait, only ONE charge of it is granted to the Fusion. In the case that the Fusion uses a once per thread trait such as durability, it is lost by the Fusee(s) after de-fusing.
Techniques from both Fusees will be shared with the Fusion including Sparkings and Ultimates. However, normal 1/Thread rules apply.
>> Control: While this issue is understandably complex, I think the proposed workarounds are serviceable enough to make Fusions viable to control. Given the complexity and dedication required to consistently fuse in the first place, along with the likelihood of players only wanting to fuse with others they trust OOCly, I propose that the ‘Fusion’ be given its own separate on-site account complete with a staff-updated profile in regards to the proper PL amount and available forms. While this is a lot of work on its own, I believe that this is a workable solution if players wish to portray a Fusion as a separate entity.
Alternatively, both players could simply keep contact OOCly and alternate fusions posts on their main characters involved in the fusion. Now that auto-grading is gone, the issue of properly distributing XP where warranted is far simpler.
So basically I'm gonna import a lot of the stuff from the Turbo post on this and adjust where necessary to fit Sparking's climate and mechanics.
Fusion is a constantly discussed and thought of what-if mechanic in any Dragonball RP, our currene site included. And yet despite being a constant fan favorite Fusion has failed to ever make headway into becoming a concrete mechanic. Perhaps the obvious doesn’t need to be stated for most of you, but listing out the core issues in a discussion meant to possibly bring it into a balanced and enjoyable state is important.
Balancing: It goes without saying that canon levels of Fusion power are completely off the table. Fusion, as is in current Dragonball, is far too powerful to exist at any level in a cooperative roleplay environment. However, that doesn’t mean Fusion absolutely needs to be represented with its canonical level of power if it was ever implemented. Some argue that this defeats the point and that it wouldn’t be faithful to the source, but then again it isn’t like Bio-Androids jump 100k+ power every absorption, and SSJ3 isn’t quite so close to SSJ2 in the original portrayal. I think that the concept of Fusion is enjoyable enough to ‘nerf’ in a sense so it has a chance.
Control: Another topic constantly brought up is how a Fusion would play. Both in terms of who can act with it and how XP would be distributed. This is a very valid concern in both areas, though I think workable round ways to solve both are possible given enough thought and development (not to say you haven’t already put thought into it already!). I’ll cover this specifically more in detail during my actual suggestion phase of this post.
Implementation: A big wrench in the area of balancing is how exactly Fusion would exactly work in terms of performing and obtaining it. Making it too easy and noncommittal to both obtain and perform would turn most DEs or serious combat threads into Fusion-only battles. If it were to exist, Fusion would need a high level of dedication from TWO players to feasibly be balanced in this way. It should be less of a ‘win button and more an alternate path or strategy. Perhaps in some cases it's even the worst option, but DAMN if it isn't stylish.
Solutions
>> Implementation: In this concept, Fusion will be solely achieved through the dance - Potara and Metamoran bands can be ignored given one is non-canon and the other would be an even bigger nightmare to balance. As an alternative, Fusion would be made available by spending SIX technique slots to obtain the Fusion Dance [ULT] Ultimate. In order to fuse, ANOTHER compatible character would also need the same [ULT]. I'm in the dark on how Ultimate techniques will work in Sparking, but the general idea is that they must commit a HEAVY option to merely having the opportunity to potentially fuse.
During a thread, if two applicable characters would like to fuse, a few steps need to be undertaken. 6 KP & 6 MP must be spent in order to first initiate the fusion. No other KP action must be taken on the same turn prior to initiating fusion. The dance takes two posts to finish including the initial post, though if either character takes 100%+ of their PL in damage during the fusing attempt it is canceled and cannot be attempted again for the rest of the thread.
>> Balancing: Fusion works thusly: Characters must be within 70% base PL to be eligible to fuse. The resulting Fusion would retain the strongest base PL of the two Fusees while gaining a 40% boost to it. For example, if a player with 150,000 base PL fused with someone at 100,000 base PL, the resulting fusion would have 210,000 PL. This does not count as meeting the threshold for a new transformation.
Transformation wise, the Fusion would retain access to all applicable transformations either of their Fusees had. There is a caveat, however. As some older players may remember the term, any transformation (and/or the base form) for the Fusion will turn into a Temporary Transformation. What does this mean? The fusion will have a completely filled unique bank of 15 KP to use at their discretion. KP cannot be regenerated nor restored through item usage when fused. Once the Fusion runs out of KP, they AUTOMATICALLY de-fuse. In addition they have an increased MP cap up to 9 MP but start at 0.
Upon de-fusing, the two individuals will retain the full brunt of any and all damage sustained by the fusion. For example, if both people fuse at 0% and their Fusion takes 100% damage, both players will now have 100% after de-fusing. Healing effects of any kind, be they from outside sources or traits, are HALF as effective as normal when Fused. KP/MP counts remain the same as it was before Fusion. This generally means players will have 0 KP/MP after de-fusing if no restorative items are used.
Traits will carry over from both Fusees, however if there is overlap such as both Fusees having the ‘durability’ trait, only ONE charge of it is granted to the Fusion. In the case that the Fusion uses a once per thread trait such as durability, it is lost by the Fusee(s) after de-fusing.
Techniques from both Fusees will be shared with the Fusion including Sparkings and Ultimates. However, normal 1/Thread rules apply.
>> Control: While this issue is understandably complex, I think the proposed workarounds are serviceable enough to make Fusions viable to control. Given the complexity and dedication required to consistently fuse in the first place, along with the likelihood of players only wanting to fuse with others they trust OOCly, I propose that the ‘Fusion’ be given its own separate on-site account complete with a staff-updated profile in regards to the proper PL amount and available forms. While this is a lot of work on its own, I believe that this is a workable solution if players wish to portray a Fusion as a separate entity.
Alternatively, both players could simply keep contact OOCly and alternate fusions posts on their main characters involved in the fusion. Now that auto-grading is gone, the issue of properly distributing XP where warranted is far simpler.