07-02-2018, 08:02 AM
(This post was last modified: 07-02-2018, 08:04 AM by Dane Regan.)
(07-02-2018, 07:06 AM)Karl Jak Wrote: Freezing time so you can run to another spot is obviously hacks.
:frog:
But, yeah. We've allowed similar "near-instant" movement moves in the past without time manipulation. As long as there are appropriate drawbacks (charge time or fatigue), and a limiting quirk (like capping the distance they can travel), it should be fine.
And, if a near-instant movement is fine, then a similar "slower" move with similar quirks should also be fine (like, run X metres at 4x speed), as such a move is just inherently weaker. So, yes, allowing a sustained movement speed boost is always going to be a nope. But quick bursts are fine.
In other words, as long as the distance is capped, either by only letting someone travel at 4x speed for like a quarter or half of a second (and maybe preventing it being repeatable quickly by making it count as a use of burst movement). Or by setting a hard cap on the distance (like, 10m or 10ft), it should be approvable. Other drawbacks, like a fatigue cost, may be required. There's nothing wrong with that, and it's hardly broken. Here's an example of a simple move that fits this:
[spoiler]Forward: JUN (300) (Requires Physical Strength, Burst Movement)
This spell is cast immediately with no concentration. Dongja conjures the character for "Forward" in mid-air. At that moment, Dongja dashes in a direction of his choice exactly 10 feet (no more, no less) almost instantly. As long as there is direct path on the ground to his destination, he can move there; in other words, Dongja will have to be able to run there normally. Anything, or anyone, in his way take some minor damage from getting hit without slowing him down, and may get a little knocked back, but not likely. This move is a little exhausting, and has two charges. Each charge has a 6 second cooldown. This counts as a use of Burst Movement.[/spoiler]
Anyway, "hard caps/rulings" go against a lot of the spirit of the OV. It's generally taken that going backwards in time is "impossible", but Omni's standpoint (at least over the last year or so) was it's probably impossible - but technically doable if someone finds the right quirks and drawbacks for it (and I kinda-sorta-maybe managed to do that depending on how you interpret Viola's Immortal Game super utility). Some things, like for teleportation distances, are more reasonable. Both for preventing people gaming their way past higher tiers of the power and because it's impossible to track someone who could warp a kilometre away (unless they had a fancy teleportation tracking move, I guess) - it's just a simple "you can't do this" way to prevent potential abuse of a mechanic. But, there are two core problems with these hard limits in many instances:
>No one knows what they all are. There's not even a fancy list on the staff forum with all of them, although I assume there aren't many. Often, it looks like some were just made up on the fly (like a while back when Daniel said it's "impossible" to circumvent the alt form switch time - which Omni later overruled when I asked him about it: link). I don't want to have to deal with the issue of someone coming along to say "umm, actually, in 2015 this came up and X mod decided that we're not going to allow anyone to ever do Y". Especially after I've approved what looked to be a reasonable move. Yeah, some are common sense. But others - like the "you can never move faster than 2x speed ever" - definitely aren't.
>They ignore whether a move is actually balanced or not. In many cases, there's plenty of possibilities for how to get past a limit while avoiding doing what it was trying to prevent. Presumably, the "speed cap" thing is to stop people getting away from fights too easily. That can be solved just by limiting the duration/distance.