Sparring Environments
Looking at spars, I've noticed that spars lack a set environment, this makes spars less efficient and well... boring. With a surrounding area, people can make themselves at a advantage or disadvantage depending on the environment. FOR EXAMPLE: If you were a fire user battling somebody that was water user, the fire user would be at a disadvantage if the environment was out in the open ocean or he/she would be at a advantage if the environment was it a large grassy plain where the area is flammable. HOWEVER, you might think this would be a bit unfair because the person has the right to pick a environment where the person he/she is fighting would be at a disadvantage, but this a problem I'm still trying to work out... I'm thinking of a random number action thingy. The person creating the spar do the random number generator 1-100. Here are a list of environments if you get that number.
Adv = Advantage
Dis = Disadvantage
Looking at spars, I've noticed that spars lack a set environment, this makes spars less efficient and well... boring. With a surrounding area, people can make themselves at a advantage or disadvantage depending on the environment. FOR EXAMPLE: If you were a fire user battling somebody that was water user, the fire user would be at a disadvantage if the environment was out in the open ocean or he/she would be at a advantage if the environment was it a large grassy plain where the area is flammable. HOWEVER, you might think this would be a bit unfair because the person has the right to pick a environment where the person he/she is fighting would be at a disadvantage, but this a problem I'm still trying to work out... I'm thinking of a random number action thingy. The person creating the spar do the random number generator 1-100. Here are a list of environments if you get that number.
Adv = Advantage
Dis = Disadvantage
- 1-10: Ocean
- Adv - Water/ Lightning/ Ice
Dis - Fire/ Earth
11-20: Desert
- Adv - Fire/ Wind/ Light
Dis - Water/ Earth/ Ice/ Darkness
21-30: Forest
- Adv - Earth/ Fire/ Water
Dis - Wind/ Ice
31-40: Tundra
- Adv - Ice/ Water/ Wind
Dis - Fire/ Earth
41-50: Space (Daytime/Nighttime DON'T apply)
- Adv - Darkness/ Lunar/ Solar/ Light/ Lightning
Dis - All other elements
51-60: Sky
- Adv - Wind/ Solar/ Lightning
Dis - Earth/ Fire
61-70: Grassy Plain
- Adv - Fire/ Wind
Dis - Water/ Ice
71-80: Rocky
- Adv - Earth/ Wind
Dis - Water/ Ice
81-90: Factory (Metal)
- Adv - Earth (metal)/ Lightning/ Fire
Dis - Water/ Ice/ Wind
91-100: Mountain
- Adv - Wind/ Earth/ Water/ Ice/ Lunar
Dis - Fire/ Lightning/ Solar
One more thing, an even number and an odd number indicate whether it is nighttime or daytime
Even Number: Nighttime!
Adv - Darkness
Dis - Light
Odd Number: Daytime!
Adv - Light
Dis - Darkness
That's my system! I think its fairly efficient! These are general elements! Any variation of these elements is under that element's category.
Kitsu's Addition
All environments will be staged inside the 12th Division's Training Room. This means that everything environment-wise is simulated to the greatest extent. Also, there will be an eventual end to the space, complete with a door to exit. This is difficult to find, but not hard to see when close enough.
Some technical information on the environments;
Space:
A spherical room with no gravity.
10,000 Feet in diameter.
Ocean:
A spherical room, half-filled with water.
5000 feet in diameter.
All other Environments:
A large room with normal gravity.
3000ft x 3000ft x 3000ft
System made by: Mrr Peebles, Previous Captain of the Tenth Division
Even Number: Nighttime!
Adv - Darkness
Dis - Light
Odd Number: Daytime!
Adv - Light
Dis - Darkness
That's my system! I think its fairly efficient! These are general elements! Any variation of these elements is under that element's category.
Kitsu's Addition
All environments will be staged inside the 12th Division's Training Room. This means that everything environment-wise is simulated to the greatest extent. Also, there will be an eventual end to the space, complete with a door to exit. This is difficult to find, but not hard to see when close enough.
Some technical information on the environments;
Space:
A spherical room with no gravity.
10,000 Feet in diameter.
Ocean:
A spherical room, half-filled with water.
5000 feet in diameter.
All other Environments:
A large room with normal gravity.
3000ft x 3000ft x 3000ft
System made by: Mrr Peebles, Previous Captain of the Tenth Division
