As it had in the past, destruction is looming in the distance and our defenders are not ready to combat it. But unlike before, it is not the net that is in peril, but the entire world.
Our strength has been matched and exceeded; our resources at the brink of depletion. Defeat is imminent in our current state, but with proper management of what we still have, perhaps we can overcome this threat of extinction.
When strength fails, there is one weapon we can always rely on: Wisdom.
A battle is not won by the strength of the weapon, but by the cunning of the warrior.
Some of you may remember the last tournament from a few years ago. To those that are unfamiliar: the unfair portions of the MMM's natural battle system are stripped away in favor for totally even-grounded combat.
Having special privileges from non-obtainable Giga Programs, elusive Crests, and exponential Version advantages do not exist in this Tournament. Instead, a new combat system has been created to take combat to a place it's never been before.
In collaboration with Phen, the strategy of the Stats Battle has been shifted to the Battle Field instead of solely in Stats Creation. Make no mistake: strategy and expression still certainly exist when making your stats (even to a further degree than before), but now you won't be able to determine the outcome of a battle simply by looking at an opponent's stats. While this practice is indeed allowed, it won't be as decisive as before because the flow of battle may change dramatically from one turn to the next. If you come to battle ill-prepared, you won't be as defenseless as you were before.
This dynamic combat system is intermediately complex, though. To make up for that, many of the old mechanics were taken away (such as Charging and Cooldown), but they may still exist as Custom Mechanics exclusive to your Navi should you so desire them.
Additionally, this new combat system is not exclusive to this Tournament -- this is merely the debut. Following the Tournament (should you, the participants, successfully complete it) an Arc is scheduled to take place to demonstrate the limitless character growth that is supported by this new system.
Before explaining to you how this innovative combat system works, we must go over the guidelines for this Tournament.
You may only enter one Navi. It can be an existing one or a totally new one -- that is up to you. Post here who you'll be using.
This Navi's version and available Zenny are irrelevant; all Navis in this tournament will start at the same power level.
Upon entry, you acquire 10,000z to be spent only in this Custom Story's shops.
When creating your Navi, post them in the Story Mode Custom: Stats board with their name, followed by [RR] as the title of the post, then await approval from either myself or Phen.
The Tournament itself will be Double Elimination -- brackets will be made and filled when sufficient participants have joined. You're free to have battles outside of the Tournament as well.
Winning a Tournament Match will grant you +1000 Zenny to be spent on this Tournament's Shops only. Losing a Tournament Match will grant you +500 Zenny with the same restrictions.
Playing and completing a Non-Tournament Match will provide +500 Zenny with the same restrictions.
Tournament sign-up deadline is Saturday, January 23rd. Late sign ups will still be accepted, but this is the date that the official brackets will be made.
Having Tournament Stats created and approved before then, as well as having a few Non-Tournament Battles to get a feel for the system is highly recommended. You're allowed to change you stats so long as you have no ongoing battles; all statistical changes and updates must be approved by myself or Phen.
Strategy has been significantly improved on the battlefield (while it once was relatively low and highly reliant on how you built your stats). Battles may seem to mimmick the copy/paste format of before, but as your Navi grows you'll begin to realize the depth involved in this system.
This is not to be confused with the notion that "If I stab my opponent in the knee, my attack will have a different effect than if I had stabbed them in the chest". You're allowed to customize your character to reflect that sort of style, but in this numbers-based system, our strategy revolves around meaningful choices.
The Dynamic System is fundamentally similar to Classic MMM's style: get the opponent's HP to 0 with your attacks, use skills to change the flow of battle, customize to your heart's content.
There are many changes, but 3 of them make it distinctly separate from the main board. The first is that active skills will now share a pool of Skill Uses. Instead of having a Dodge with 3 Uses, a Shield with 3 Uses, and an Aimer with 3 Uses, the same Navi will now have "10 Total Skill Uses" and a Dodge, Shield, and Aimer that each cost 1 Skill Use to activate.
Secondly, the Natural Avoidance has been totally reworked to cover all 3 bases: it can now function as a Dodge, Shield, or Barrier that you choose upon use. Similarly, you can add aimers to your attacks at will. What used to be a meta of "take 3 avoids and put 2 aimers on every attack" is now the blank slate of every navi, meaning you don't get penalized for not being plain.
Thirdly and most importantly, Navis have a new in-battle function called "Powering Up" that allows them to evolve in battle. This happens during the supportive phase and can trigger a number of different things, but the most basic is that it essentially gives you +1 Skill Use per turn. As you grow deeper in the system, you'll be able to spend this Power Up on myriad different things, from entering Hyper Modes to straight up learning new Attacks and Skills in the middle of battle!
The system is built to optimize powerful decisions over powerful base numbers. While Base Stats still have a role to play, they're not as overwhelming as before to the point that, if you built enough armor, you'd be impenetrable. Your power doesn't rise through exponential version ups, but rather it rises by giving you access to more options in battle. Because of this, it's possible for any navi to beat another if they play wisely.
It may take few days or even weeks to fully understand how to utilize the Dynamic System, and that's fine. It's why the Tournament gives ample time for you to try your strategies out before it actually begins. Likewise, my activity this month (and in the months coming) will be relatively low, so don't lose hope if it takes me as long as a week to reply to anything. If any questions arise and I'm not there to answer them, direct them at Phen.
We urge you to give this combat system a chance to see where it could go and give us feedback along the way.
Follow this link to the Dynamic System's Guide and begin learning how to create your Dynamic Navi.
(jk obv. Anyway, reason for the event was system troubleshooting, but you knew that. Copy-pasting the last tournament was to save time thinking up something better. The actual name's purpose should be blatantly obvious that it refers to both me and Phen, who constructed and are still building the system. I had to write up these posts between periods of strict availability, so there was no time for creativity here and fine tuning everywhere else </3 )
It's up to you guys if it gets finished or not -- so make your own topics in the regular battlefield and if you feel the need to skip somebody due to activity, do as you feel is necessary.
Hash out what you wanna do with late comers (giving them a single-elimination penalty and then combating the otherwise champion would be my simple solution, but do as you please).
Whether or not this system sees a future is reliant on whether or not you guys are able to finish the debut tournament. In the event that it does conclude, a system patch is in order to fix breaks and bugs.
Thank you all for your participation and best of luck.