Parts Wars

Parts War is a battle between Storm Riders to gain AT parts, emblems, territories, or Regalia. A team has to bet something in order to battle. Some teams bet their emblem, which, when lost, means the team must also be disbanded. Though, battles may also just be done for own reasons outside of Air Trek or just for practice, fun, or pride, where there is no betting required.


F-Class: "Dash"
Dash is a simple race to a finish line; the person to get there first wins the battle. Dash matches are carried out in a series of one-on-one races, meaning even 2 opposing Storm Riders could engage in a functioning Dash match.

E-Class: "Hurdle"
Hurdle incorporates the same concepts present in F-Class Dash matches, meaning one simply has to reach the finish line to win. However, to make things more difficult, large obstacles such as buildings or wide gaps are added to require more skilled AT usage.

D-Class: "Cube"
The focus of the majority of Cube matches is one-on-one combat within an enclosed space. However, some battlefields may allow for larger scale combat.

C-Class: "Air"
Air consists of ten platforms, each with a specific number. After a certain amount of time set at the start of the battle, these platforms are successively knocked down in random order. This means that riders must fight against the other team in order to gain solid footing. The last team standing wins the match.

B-Class: "Disk"
Disk has two different decisive factors. The first is limit to attack. The person with the disk is called the 'disk keeper', and can attack anyone at will. The others cannot attack anyone else besides the disk keeper. If anyone breaks this rule, a penalty point is given to the other team. The second most important factor in this class is teamwork. If a team does not co-operate, they definitely will not win.

A-Class: "Balloon"
The highest ranked, and hardest, battle system utilizing the 6 layers between A and F. Whoever takes the balloon with the emblem wins. The rules may look simple, but the difficulty is extremely high. Balloon is a team game usually carried out in 5-to-5 teams (although 6-to-6 has also been seen), where each team is separated into positions:
* Panther - chases the balloon, and is the only member of the team who is allowed to touch it. If any other rider touches the balloon, the team will be disqualified.
* Decoy - lures enemies away, pretending to be the Panther.
* Ultimate - battles the other team.
* Middle - assists the 3 people in front.
* Keeper - stops the enemies attacks.

Those are the matches for every team rank.

Dash Wrote:
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For Dash, whichever team has the most speed is the most likely to win. You still have to RP it out though. Because if we think the other team RP'ed better, that team is going to get the win. For this series of one-on-one battles, each team will cycle through an even number of combatants (even if one team has 5, if the other team has three, then only three fights will take place). For each fight, the two involved will make a total of 5 posts each, then the race will be done, and mods will read through the race to judge the winner by vote. Whichever team wins the most races wins the war.


Hurdles Wrote:
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For Hurdle, whichever team has the most Jump is most likely to win. The RP rules still apply. For hurdles (we have 3 hurdles for each battle) each hurdle will have the member randomly generate a number between 0-5. Then they add that number to their Jump stat. If the resulting number is not equal to, or higher than a number we have set for the hurdle, then they don't make it. The characters involved continue the match until one of the two makes it over all three hurtles. The first to clear all three will win the match. The team with the most matches won wins the battle. In each match, the character with the highest speed starts the post order.

Hurdle Numbers (must be matched or surpassed):
1st Hurdle: 20

2nd Hurdle: 25

3rd Hurdle: 20



Cube Wrote:
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For Cube, all of the team members are split up into 1v1 fights. 20 posts per person, and then fight is done. It does not matter who starts the post order as each character is guaranteed 20 posts (unless they are beaten before 20 are completed). The post cap is to ensure the fights are not endless. When the fight automatically stops, mods will check the posts and render a decision based on who did the best or was most impressive (remembering to take stats into consideration when reading) and that person wins the match. If a character is defeated and admits defeat, a mod need not render a decision on that particular match. The team with the highest number of wins out of all the fights that take place wins.
(note: It may help the participants if they put a number in the bottom of their posts to keep track of what post they are on in the fight, that way they are not taken off guard by the sudden ceasing of the fight.)


Air Wrote:
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Air is simple enough. The battle starts out with 10 raised platforms. Every time you jump onto a different platform, it takes away 5 stamina. Also, you need at least 5 Jump to make it from one platform to another. The stamina cost makes sense, as the whole point of the battle is the falling platforms. They make the fighters have to stay on their toes and move quickly. Those with to little stamina would have trouble keeping up, and would fall. So, running out of stamina is a serious danger. Each player will have an assigned platform, and at the beginning of each round (Round = 1 post from each player) a random number is generated between 1 and 10. If the number generated is a standing platform, then that platform falls. If the number generated is a platform that has already fallen, then none are toppled.



Disk Wrote:
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For Disk get ready to roll some dice. The fastest team will start with the disk. So, at the beginning, all members should tally up their speed stats and the team with the highest total gets to start with the disk. Then, the person in possession of the disk rolls a 6-sided die on their first turn. The number rolled is their defense. This number will be added to the carrier's defense stat. Then, the opponents can attack the defender by rolling their own 6-sided die and adding it to their strength stat. If their number is higher than the defender, then they succeed in taking the disk. If their number is lower, then they are unsuccessful. In order to pass the disk, you will also roll a 6-sided die. The passer will roll and if they get an odd number the pass fails, and if they get an even number, the pass succeeds. The catcher must then roll a 6-sided die to get their defense. If the defenders can hold on to the disk for three turns, then they have reached the enemy goal and scored a point. I know this is complicated, so in order to win, you must be the first team to score 3. So, whichever team scores 3 points first wins. Hopefully that will keep battles from going on forever.



Balloon Wrote:
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Balloon, is a free battle. We put a time limit on the battle. 3 days (real life). The teams will contact a mod when they plan on starting and the mod will make a post in the crew subforum, marking the day and time the battle is starting. Also in this post will be each position of each team member. As you may recall, each team member has a certain position that they must fulfill. (Positions shown in the description above) This will be included in the post and must be placed in the crew subforum so that the teams can't figure out what positions the other opponents are (note: In the event that a member of a team involved is a crew or higher, the information will be sent to and held by an uninvolved crew-or-higher). At the end of the three days, mods will check the battle and render a decision. The Balloon is the A-rank battle, so hopefully, only the highest caliber members will get into them (meaning that we can trust said members with a free battle). It will be up to them to schedule it at a time that works for everyone.


Also, for Dash, Hurdle, Air, Disk, and Balloon establish a post order. Especially for Air, Disk, and Balloon though, because it's not a one on one battle with those matches.

And for Dash and Hurdle, the post order will go like this: Your team, Opponent's team, Your team, Opponent's team, etc. Just because it wouldn't be fair if you reached the goal before the opponent got a chance to move.