Difference between revisions of "Three-Way Battle Rules"
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The following rules are experimental, and not endorsed by staff. They were conceived by [[Homura Akemi]]'s player, and tested with [[Serori]]'s player. They were used to run the finals of the WMAT's 2014 B Bracket, which roughly came down to the last hit. | The following rules are experimental, and not endorsed by staff. They were conceived by [[Homura Akemi]]'s player, and tested with [[Serori]]'s player. They were used to run the finals of the WMAT's 2014 B Bracket, which roughly came down to the last hit. | ||
− | 1. Determine pose order! Someone in the audience picks a number between 1 and 100, all three participants make a different guess. Closest goes first, second closest goes second, third goes third. This turn order must be respected every single round. If nobody impartial is present to pick a number, you can simply '''@emit rand(100)''' after everyone guesses. | + | * 1. Determine pose order! Someone in the audience picks a number between 1 and 100, all three participants make a different guess. Closest goes first, second closest goes second, third goes third. This turn order must be respected every single round. If nobody impartial is present to pick a number, you can simply '''@emit rand(100)''' after everyone guesses. |
− | 2. All three participants '''+pull 165''' and '''+reset'''. | + | * 2. All three participants '''+pull 165''' and '''+reset'''. |
− | 3. All three participants attack the other two every round, with identical attack levels. The THIRD PERSON is the one who escalates attack levels from 1 to 2, 2 to 3 and 3 to 5. | + | * 3. All three participants attack the other two every round, with identical attack levels. The THIRD PERSON is the one who escalates attack levels from 1 to 2, 2 to 3 and 3 to 5. |
− | 4. The ideal attack level spread should be 1, 2, 2, 3, 3, 5, 3, however if time is an issue the lower level attacks can be upscaled a little bit. This DOES mean that the THIRD PERSON will actually be going 2, 2, 3, 3, 5, 3, 3 and so on. | + | * 4. The ideal attack level spread should be 1, 2, 2, 3, 3, 5, 3, however if time is an issue the lower level attacks can be upscaled a little bit. This DOES mean that the THIRD PERSON will actually be going 2, 2, 3, 3, 5, 3, 3 and so on. |
− | 5. Try to change the order in which you attack people every round if you can, to maximize RNG. | + | * 5. Try to change the order in which you attack people every round if you can, to maximize RNG. |
− | 6. Try not to overuse combos, but they still don't require consent. | + | * 6. Try not to overuse combos, but they still don't require consent. |
While these rules are not perfect and still require a lot of testing (please '''@mail Homura''' with your findings or feedback), they do generally allow a fair fight between three people of equal PL, and it's very fun to watch and be part of. Naturally, a difference in PL will skew the fight in that person's favor, just like a regular fight. | While these rules are not perfect and still require a lot of testing (please '''@mail Homura''' with your findings or feedback), they do generally allow a fair fight between three people of equal PL, and it's very fun to watch and be part of. Naturally, a difference in PL will skew the fight in that person's favor, just like a regular fight. |
Revision as of 03:08, 13 August 2014
On Multiverse Crisis MUSH, battles tend to be best resolved either as 1 vs. 1, or as multiple vs. 1; the combat code simply doesn't have many tools to entertain easy to figure out fair fights across multiple opponents such as in a free for all.
The following rules are experimental, and not endorsed by staff. They were conceived by Homura Akemi's player, and tested with Serori's player. They were used to run the finals of the WMAT's 2014 B Bracket, which roughly came down to the last hit.
- 1. Determine pose order! Someone in the audience picks a number between 1 and 100, all three participants make a different guess. Closest goes first, second closest goes second, third goes third. This turn order must be respected every single round. If nobody impartial is present to pick a number, you can simply @emit rand(100) after everyone guesses.
- 2. All three participants +pull 165 and +reset.
- 3. All three participants attack the other two every round, with identical attack levels. The THIRD PERSON is the one who escalates attack levels from 1 to 2, 2 to 3 and 3 to 5.
- 4. The ideal attack level spread should be 1, 2, 2, 3, 3, 5, 3, however if time is an issue the lower level attacks can be upscaled a little bit. This DOES mean that the THIRD PERSON will actually be going 2, 2, 3, 3, 5, 3, 3 and so on.
- 5. Try to change the order in which you attack people every round if you can, to maximize RNG.
- 6. Try not to overuse combos, but they still don't require consent.
While these rules are not perfect and still require a lot of testing (please @mail Homura with your findings or feedback), they do generally allow a fair fight between three people of equal PL, and it's very fun to watch and be part of. Naturally, a difference in PL will skew the fight in that person's favor, just like a regular fight.