Game Fan League Discussion Thread

Kaoz

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If partner activates Rockstar, said opponent's I DONT KNOW permanently decreases as well.
I'd just do Mental -2 or maybe make it so the drop can't be prevented. But yeah, something like that.
 

Hardy

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I'd just do Mental -2 or maybe make it so the drop can't be prevented. But yeah, something like that.
But if both are activating it wouldnt the drop be 2 already by default? Or you wanna make it 3/4?

It not being prevented sounds goos enough tho.
 

Kaoz

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That's a good point, I always think of these split abilities in totals for some reason instead of stacking them, so that's out.

But actually, the best option I think might be to increase the Mental threshold for it working in the first place, probably from 3 to 5.
 

Hardy

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Kyosuke Uchimura [11, SB: 1, HP: 4, SV, R]
(SPE: 2, POW: 2, STA: 2, MEN: 2, TEC: 3)

Vanguard Killer [Auto]:
In singles, can only be activated if opponent's playstyle is SV. At the end of the Extra step, ACE if non serving opponent's combined Speed and Mental < 6, or if SV opponent's combined Speed and Mental < 6. If opponent's Speed is < 3, its HP is reduced by 2.

Wannabe Rockstar [Auto]:
Counts as Rockstar. After winning a point, if any opponent's Mental is less than 3, their Mental permanently decreases by 1. If partner activates Rockstar, opponent's with Mental < 5 are affected instead.

Tatsunori Mori [10, SB: 0, HP: 4, CP, R]
(SPE: 2, POW: 2, STA: 2, MEN: 2, TEC: 2)

Fudomine's Balance [Auto]:
Cannot be copied. Cannot be negated. As long as stats remain balanced, all stats from the player and its partner return at +1.

Natural Singer [Auto]:
Counts as Rockstar. Activates only if partner activates Rockstar. After winning a point, if any opponent's Mental is less than 3, their Mental permanently decreases by 1.

Mavuto Nobuteru [20, SB: 3, HP: 10, AB, R]
(SPE: 3, POW: 6, STA: 4, MEN: 4, TEC: 3)

Intimidation Tactics [Auto]:
If an opponent's Mental is less than 3, their Specials with Lv <= 3 are negated.

Rockstar [Auto]:
After winning a point, if any opponent's Mental is less than 4, their Mental permanently decreases by 1. If partner activates Rockstar, opponent's with Mental < 6 are affected instead and the decrease cannot be prevented.

Burning Scattered Fireworks [Serve ‒ Lv 3]:
Data: Power increases by 1, Technique increases by 3.
Extra: ACE if any opponent's combined Power and Technique is less than 8.

Haruhata [17, SB: 2, HP: 7, AB, R]
(SPE: 3, POW: 4, STA: 3, MEN: 4, TEC: 3)

Wannabe Rockstar [Auto]:
Counts as Rockstar. After winning a point, if any opponent's Mental is less than 3, their Mental permanently decreases by 1. If partner activates Rockstar, opponent's with Mental < 5 are affected instead.

Glittering Stars [Special -Lv 2]:
Data: Power increases by 1, Technique increases by 2.
Extra: ACE if any opponent's combined Power and Technique is less than 6.
--- Double Post Merged, , Original Post Date: ---
Inakichi Nitobe [12, SB: 1, HP: 4, AR, R]
(SPE: 2, POW: 2, STA: 2, MEN: 3, TEC: 3)

Sun Powered [Auto]:
Cannot be copied. Cannot be negated. At the start of the match, Stamina's base value increases by [Energy value].

12nd Minute Synchronization [Special ‒ Lv 3]:
Activation: Only activates after 3 points have passed. Cannot be negated. If partner doesn't activate a Special with "Synchronization" in its name, Stamina decreases at 200 %.
Data: Mental increases by 2. Partner's Mental increases by 2 [0 if partner activates a Special with "Synchronization" in its name]. Support Bonus increases by 4 [2 if partner activates a Special with "Synchronization" in its name].

Ichiuma Kita [11, SB: 0, HP: 4, CP, L]
(SPE: 2, POW: 2, STA: 2, MEN: 3, TEC: 2)

Yamabuki's Doubles Specialist [Auto]:
Cannot be copied. Cannot be negated. If support Lv >= 3, Partner's Stamina decreases at 50 %.

Mockery [Auto]:
Only activates if partner is Nitobe. During the first point, if Mental is equal or higher than an opponent's Mental, said opponent's Mental permanently decreases by 1.

Trojan Horse [Auto]:
Cannot be copied. Cannot be negated. Only activates in doubles. After losing a point, stats cannot decrease, partner's stats cannot decrease.
 
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Kaoz

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Since you included the "plant" on Nitobe's head, is there any particular reason why you didn't reference Kita's swirls?
 

Hardy

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Since you included the "plant" on Nitobe's head, is there any particular reason why you didn't reference Kita's swirls?
I had no idea what to do with them so I used his name as a pun instead.
 

Kaoz

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Well, I haven't really looked into other possibilities, but from PP 8:

"Akutsu is scary but he’s really good at tennis. My cheeks heat up when I watch him play a match. (Kita)"

Maybe he could get a Mental boost when playing together with a sufficiently strong character? Or if his team won the previous match or something along those lines.
 

Hardy

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Inakichi Nitobe [12, SB: 1, HP: 4, AR, R]
(SPE: 2, POW: 2, STA: 2, MEN: 3, TEC: 3)

Mockery [Auto]:
Only activates if partner is Kita. During the first point, if Mental is equal or higher than an opponent's Mental, said opponent's Mental permanently decreases by 1.

Sun Powered [Auto]:
Cannot be copied. Cannot be negated. At the start of the match, Stamina's base value increases by [Energy value].

12nd Minute Synchronization [Special ‒ Lv 3]:
Activation: Only activates after 3 points have passed. Cannot be negated. If partner doesn't activate a Special with "Synchronization" in its name, Stamina decreases at 200 %.
Data: Mental increases by 2. Partner's Mental increases by 2 [0 if partner activates a Special with "Synchronization" in its name]. Support Bonus increases by 4 [2 if partner activates a Special with "Synchronization" in its name].

Ichiuma Kita [11, SB: 0, HP: 4, CP, L]
(SPE: 2, POW: 2, STA: 2, MEN: 3, TEC: 2)

Yamabuki's Doubles Specialist [Auto]:
Cannot be copied. Cannot be negated. If support Lv >= 3, Partner's Stamina decreases at 50 %.

Adrenaline Cheeks [Auto]:
Cannot be copied. Cannot be negated. When in the court with someone whose Base Total is at least twice as high as his, Speed increases by 1, Power increases by 1, Mental increases by 1 and SB increases by 1.

Trojan Horse [Auto]:
Cannot be copied. Cannot be negated. Only activates in doubles. After losing a point, stats cannot decrease, partner's stats cannot decrease.

Toji Muromachi [12, SB: 1, HP: 4, CP, R]
(SPE: 3, POW: 2, STA: 2, MEN: 2, TEC: 3)

Mystery behind the glasses [Auto]:
Cannot be copied. Mental returns at +1. If opponent activated a negation effect, Speed returns at +2.

The next in line [Auto]:
Cannot be copied. Cannot be negated. For every match in the round played before his, Mental increases by 1. Mental cannot decrease during decisive matches.

Reflexes Training [Auto]:
Cannot be copied. Cannot be negated. Speed increases by 200 % through level ups.

Muromachi's glasses thing is because I assumed he would be harder to read due to his glasses, and said glasses would give him immunity to those lobs that are centered around screwing the opponent's sight with the sun.

Reflexes Training comes from him basically spending all his time at home on his computer, but it can be removed.

Edits done o/
 
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Kaoz

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Speed returns at +2 when being checked by lobbed Specials (I don't know if this is a thing!?).
It's not (in what I've done anyway). I've tried playing around with lobs that result in smash opportunities by making smashes stronger when the opponent's Specials are negated, but I've got nothing for regular lobs. Going with that line of thought though, maybe that part of the ability could trigger when the opponent uses an ability with a negation effect?
 

Hardy

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Going with that line of thought though, maybe that part of the ability could trigger when the opponent uses an ability with a negation effect?
Yeh sounds good enough.

I only have "individuals" left to create btw. Arai, Nishikori (who I might not do at all tbh), Koishikawa, Taki, Fukushi and Kuki.
--- Double Post Merged, , Original Post Date: ---
I recall you trying "enemies" systems in the past but you were never a huge fan of how they worked.

That said, would -1 in support work? It would be like -3 Support Bonus, Support level and Bonus cannot increase, players cannot buff each other. In order to go to Support Lv 0, they have to win a match together.

(Also I think Akutsu's Monster could have an extra line that said he needs an extra match for his support level to increase).
 

Kaoz

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That said, would -1 in support work? It would be like -3 Support Bonus, Support level and Bonus cannot increase, players cannot buff each other. In order to go to Support Lv 0, they have to win a match together.
Yeah, it would. It's something I've been thinking about in the past, just never went through with it.
 

Hardy

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Masashi Arai [10, SB: 1, HP: 5, AB, R]
(SPE: 2, POW: 3, STA: 2, MEN: 1, TEC: 2)

Poker Face [Auto]:
Cannot be negated. Only activates when leading. Specials cannot be negated. Mental cannot decrease.

Twin Daggers [Auto]:
Cannot be negated. Only activates when partner is Momoshiro. Power increases at +2. Partner's Power increases at +2.

SwitchBlade [Special ‒ Lv 1]:
Data: Power increases by 2.
Extra: ACE if every opponent's Power is less than 3. If ACE and an opponent's Speed is less than 3, that opponent's HP decreases by 2.

Kenjiro Koishikawa [15, SB: 2, HP: 7, AB, R]
(SPE: 2, POW: 4, STA: 3, MEN: 3, TEC: 3)

Phantom Appearance [Auto]:
If any other player's Mental is 4 or less, their Speed decreases by 1.

Nice But Forgettable [Auto]
Cannot be copied. Activate only in doubles if Support level = 0. Support level becomes 2. At the end of the match, Support level cannot increase.

I'm Always Hardy Cause I Eats Me Parsley [Auto]:
Cannot be copied. Cannot be negated. Whenever team serves, Power permanently increases by 1.

That's a Popeye reference btw '-'
--- Double Post Merged, , Original Post Date: ---
Haginosuke Taki [13, SB: 1, HP: 3, CP, R]
(SPE: 2, POW: 1.5, STA: 2, MEN: 3, TEC: 4.5)

Delicate and Proud [Auto]:
Cannot be copied. Whenever Power is checked, partner's Power returns instead.

Obsessive Perfect Count [Auto]:
Cannot be copied. Cannot be negated. Before the match, predict points lost and won. When predicted correctly, Mental increases by 0.5. When predicted incorrectly, Mental decreases by 1.

Precise Illusion [Special ‒ Lv 3]:
Activation: Negated if the combination of Mental, Speed and Technique isn't higher than either opponent's combination of Speed, Mental and Technique, cannot be negated otherwise.
Data: Technique increases by 3.
Extra: ACE if every opponent's Speed is less than 4 and their Mental is less than 4. If ACE: Stamina doesn't decrease, Technique permanently increases by 1.

Maybe I made him too strong '-''''
 

Kaoz

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Couple questions from my side:
  • Why no Shiraishi support for Koishikawa? Pretty much the only thing I remember about him is that he's supposed to support Shiraishi "from the shadows."
  • Is there any specific reason why you gave Taki a prediction ability?
  • Also on Taki, shouldn't he either be good in combination with or good against big servers? He used to be Ootori's partner, right?
 

Hardy

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No support with Shiraishi because I didnt know/remember that '-' gonna do something with that later.

I wanted to do something with Taki's amazing measuring skill, so here he is counting which points will go for who (and would get frustrated if he is wrong). Any better idea is welcome.

Uhm I just considered him to be better at doubles rather than him being specially good with Ootori, but I can do something, sure.
 

Kaoz

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Uhm I just considered him to be better at doubles rather than him being specially good with Ootori, but I can do something, sure.
That's not necessary. I just felt that was the logical conclusion of sorts, but it's far from certain. Just as an example, I would've done something along these lines I guess:

Calculated Follow-up [Special - Lv 2]:
Activation: Only activates if partner successfully activates a Serve.
Data: Technique increases by [partner's Serve's Lv].
Extra: When checked by partner's Serve's ACE effect, opponent's stats return at -1.

I can't really think of anything else for the measuring skill though. Just gut feeling wise I'd say it should be closer to data tennis in some sense, but it's difficult to really pin down. If there were abilities for hiding stats it'd work well if he could make them visible. Maybe it could do something against Serves/Specials that activate for the second time or more?
 

Hardy

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That's not necessary. I just felt that was the logical conclusion of sorts, but it's far from certain. Just as an example, I would've done something along these lines I guess:

Calculated Follow-up [Special - Lv 2]:
Activation: Only activates if partner successfully activates a Serve.
Data: Technique increases by [partner's Serve's Lv].
Extra: When checked by partner's Serve's ACE effect, opponent's stats return at -1.

I can't really think of anything else for the measuring skill though. Just gut feeling wise I'd say it should be closer to data tennis in some sense, but it's difficult to really pin down. If there were abilities for hiding stats it'd work well if he could make them visible. Maybe it could do something against Serves/Specials that activate for the second time or more?
Oh, I had thought of a Formation instead:

Serve and Drop [Formation]:
Only activates when partner is serving. Cannot activate Specials. Technique increases by [partner's SB]. ACE if [Technique + Partner's Power] > either opponent's combination of Speed and Mental.

Maybe it could do something against Serves/Specials that activate for the second time or more?
This sounds good actually. Something simple like:

Obsessive Perfect Count [Auto]:
Cannot be copied. Cannot be negated. Whenever a player activates the same Special more than once, Mental permanently increases by 0.5.

You'll have to work in the wordings of a lot of these btw to make them clear '-' (for example if X player copies a move that was already used, it should count as well).
--- Double Post Merged, , Original Post Date: ---
Uhm, you think we could rebrand Support Bonus to something like Frienship Bonus so that it's not also SB?
 

Kaoz

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Oh, I had thought of a Formation instead:
Ah yeah, that's pretty similar, a bit weaker I'd argue (since the highest SB is 4 and the highest Serve Lv is 6). I'd probably still do that as a Special though because you're prohibiting the use of other Specials anyway and it comes with an ACE effect and everything.

Uhm, you think we could rebrand Support Bonus to something like Frienship Bonus so that it's not also SB?
If you guys feel it's an issue, then sure. What are our options here, then? Friendship Bonus would work, or Combination Bonus maybe? Open to suggestions.
 

Hardy

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Ah yeah, that's pretty similar, a bit weaker I'd argue (since the highest SB is 4 and the highest Serve Lv is 6). I'd probably still do that as a Special though because you're prohibiting the use of other Specials anyway and it comes with an ACE effect and everything.
Was just affraid of making it a Special because that would reduce his stamina for something that (in my mind) was a simple hit. It could be the Serve's Lv, up to you depending on what you think is more interesting.

Combination Bonus sounds more appropiate.
--- Double Post Merged, , Original Post Date: ---
Last 2

Michiru Fukushi [9, SB: 0, HP: 4, AB, R]
(SPE: 2, POW: 2, STA: 2, MEN: 1, TEC: 2)

Ginka's Special Drink [Auto]:
Cannot be copied. Negated if in the same team as a player with "Data Tennis", cannot be negated otherwise. Only activates once per match. During decisive points, HP decreases by 3, Power permanently increases by 1, Speed permanently increases by 1.

Tennis Balls Distraction:
Whenever opponent is serving, opponent's Speed returns at -2.

Stomach Ache [Special ‒ Lv 1]:
Data: Mental increases by 1. Opponent's Mental decreases by 1. If opponent has "Uselessly Nice", its Mental decreases by 3 instead.
Extra: ACE if Mental exceeds every opponent's Mental. If ACE, Mental decrease is permanent.

Sorry if he is a shittier Amane but I had sort of the same idea for him so I copied David's Special.

Kiichi Kuki [9, SB: 0, HP: 3, SV, R]
(SPE: 2, POW: 1.5, STA: 1, MEN: 3, TEC: 1.5)

Fool's Bravery [Auto]:
Negated if an opponent's total is twice as big as own total. Mental cannot decrease, Mental increases by 1, Technique increases by 1.

Tongue Twister Champion [Auto]:
Cannot be copied. Support Bonus cannot decrease. During decisive points, Mental increases by 1.
--- Double Post Merged, ---
Ah I forgot, Koishikawa's:

Shadow Appearance [Auto]:
If any other player's Mental is 4 or less, their Speed decreases by 1. If partner is Shiraishi, partner's Speed increases by 1 and cannot decrease.
 

Kaoz

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Emil Siegfried [22, SB: 2, HP: 10, AB, R]
(SPE: 3, POW: 5, STA: 5, MEN: 4, TEC: 5)

Rivalry [Auto]:
Cannot be copied. Only activates with Tezuka on the same team. After Tezuka levels up, gain 25 experience.

Feelings of Revenge [Auto]:
If opponent is a character lost against this season, Mental increases by 2. After losing a match, experience gain is doubled.

Habit Exploitation [Auto]:
Only activates if Stamina is greater than 0. Whenever an opponent activates a Serve/Special with Lv <= 5 for the second time or more, that Serve/Special is negated. If a Serve/Special is negated this way, Stamina decreases by 1.

Added something to bring his competitive nature out better. Also, on Habit Exploitation (and by extension Mouri's Jack of All Trades), do you think they should switch over to the format Shiraishi and Volk use where they lower the Lv of the opponent's abilities and have a lower negation point while removing the stamina cost, or should we leave them as they are?
 

Hardy

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Both Shiraishi and Volk have specials so I think this one should remain as it is.

About Mouri, though, it would be cool if he could negate specials that cannot be negated, at the cost of HP.

Sacrifice [Auto]:
Cannot be copied. Negated if opponent's activated Special's Lv >= current HP, cannot be negated otherwise. Activates only during doubles. During decisive points, Jack of All Trades negates Specials that cannot be negated. HP decreases by [Special Level].
 
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