Post by Deleted on Dec 12, 2020 0:23:53 GMT -5
Hey hey Y'all,
I wanted to submit this to the forum for discussion again as when I first introduced it there were a bunch of transitions going on that seemed to monopolize the attention of members and crew alike. So I'm making this system suggestion anew. Similar to the Ki system, this is optional, so even if you don't like the idea of aerial combat or feel it's useless, you can simply not take it up. For the rest of us however, it adds a new, fun layer to combat which considers the role of flight in the actual anime+manga. Flight is difficult enough that it's something used to determine worthiness and potential of candidates taking part in the Magic Knights Exam. So even if a magician is powerful, or a good fighter on the ground, doesn't mean that they'd be up to the task while in the air.
So, here it goes...
Aerial Combat System
Not even birds are born as innately skilled flyers, they are trained through reinforcement. Similarly, Aerial Combat which relies on one's skill at flight is something that must be trained and developed even when it comes to magicians.
Whether on broomstick or temporarily winged, all those engaging in aerial combat are subject to this system. This system applies until the flying magician lands. Everyone starts at the Fledgling stage like a baby chick that hasn’t even fully developed their flight feathers yet. You can train to move from one level to the next and/or you can go for real aerial combat via missions, dungeons, and even events.
This only applies to those who are maintaining the flight vehicle (broom or any other manner where sustained suspension in air occurs). Passengers are automatically kept at the Beginner level unless they, have a special Aerial Combat Perk, not because of lack of experience, but because of lack of synchronicity between the passenger’s spell casting and the pilot’s navigation; maybe the pilot is too unpredictable and makes twists and turns that the passenger isn’t accustomed to, or maybe the passenger isn't used to aerial combat at all.
Fledgling:
These are those who have barely ever picked up a broom or used it for flight, they’ve never even dreamed of using it in combat. The concentration required to maintain flight is already taxing, but casting spells during flight is far too difficult to be done efficiently.
-Casting limit is reduced to a single spell per post; spells created and maintained are treated as being a level lower, junior level spells are half; -10m/s flight speed maximum while in combat.
To move from Fledgling to Beginner 2,000 words of aerial combat training in a mission or other thread is required.
Beginner:
This represents those who are just starting to see the potential uses of serious aerial combat. They’ve been practicing somewhat, but the concentration needed to fly and cast spells simultaneously is something they’re only just starting to grasp.
-Casting limit is reduced to a single spell per post; spells created and maintained are their actual level, however this is only the case when you’re hovering in place; -5m/s flight speed while in combat.
To move from Beginner to Intermediate is an additional 5,000 word requirement.
Intermediate:
These birdies have been putting in their hours on mastering the skill of aerial combat. They’ve finally started to master the art of flying while casting spells simultaneously.
-Casting limit is cut in half; spells created and maintained are actual level whether hovering or flying at full speed; full flight speed while in combat.
From Intermediate to Aeronaut is an additional 10,000 word requirement. Training no longer adds to experience. These words must come from actual missions, dungeons, etc. where your character faces actual danger.
Aeronaut:
Those at this level have mastered the art or aerial combat.
-Casting limit is restored to 100%.
To move from this level of mastery to the next and final one, real life experience is needed and training no longer cuts it. To get to Legendary Aeronaut you need an additional 15,000 words featuring aerial combat in actual life and death battles.
Legendary Aeronaut:
Those at this level have pushed their prowess of aerial combat to levels previously unimagined. Legendary Aeronauts are awarded a single Aerial Combat Perk from this list. A person may only ever have a single Aerial Combat Perk EVER. This does not count towards your character’s general perk limits.
Shooting Star- Once per page, for a single post your flight speed is doubled.
Momentum for Take Off- For every post that a person is in combat they will gain +3 m/s in their flight speed capping at +30 m/s speed or 10 post. If they leave combat, their speed boost would drop by 5 m/s per post until they reach their base speed.
Aviator- While flying you receive a speed increase of +5m/s this becomes +10m/s once you reach grand.
Aerial Combat Specialty- Choose a single Attack Creation based spell you’ve pushed beyond mastery during flight. You can time this spell so perfectly with your flight patterns that the velocity of your flight is combined with that of your spell’s speed to determine the spell’s new speed. Flight Speed + Spell Speed = New Spell Speed
Aerial Blitz- For a single post for once per page while in flight your casting limit is doubled for an additional 25% mana cost.
Evasive Maneuvers- You gain +10m/s only while dodging or +5m/s while dodging spells that use the Sensory spec.
Speedy Dismount- For a single post immediately following dismount your physical speed is equal to what was previously your flight speed.
Crash Landing- Countless time falling from high altitudes has trained your body to brace for impact. After dismount or the moment of being knocked from flight, your physical endurance causes incoming spells to do half damage. This effect lasts for a single post, or until just after you hit the ground.
Backseat Pilot- Passengers are Aeronaut skill level while flying with you.