So for those wondering about the point of the Tribute Restriction system I'm proposing for certain Powers, first, I should clarify that tributed Powers would
NOT be locked out of legal use in the match, and neither would be the restricted Powers of course--I never said either would be. The primary goal is that they'd involve an information highway, not ruin setups so badly that the Powers may as well just be banned.
Anyway, I've found a good example of what would make it favorable: Super Speed VS Warp. I maintain that Super Speed still involves better gameplay than Warp, but the biggest problem with abuseable panic buttons is how they can exploit cost-effectiveness, as Celestial Fireworks has demonstrated in the past. And believe it or not, Super Speed has better cost effectiveness at its highest Level than Warp does, clocking in at 1.8 spaces per charge compare to Warp L4's 2.2. This isn't the only problem either; see, shapes are a thing, and I know I pointed out that Super Speed contradicts leveled Slip Shot right away, but there are still other combinations, including those that a line cost don't hinder nearly as much.
To make my point clear, here's all the possible max level combinations of Quick Charge+Slip Shot+3rd offense Power with Super Speed or Warp, format being Quick Charge's level first, Slip Shot's going second, and the 3rd offense Power being third.
3rd offense Power | Super Speed L1 | Warp L1 | Super Speed L2 | Warp L2 | Super Speed L3 | Warp L3 | Super Speed L4 | Warp L4 |
---|
Homing Boost | 3/1/2
2/1/3 | 3/3/1
2/3/3 | 3/1/2
2/1/3 | 2/3/1
2/1/3
1/3/3 | 3/1/2
1/1/3 | 2/1/1
1/3/2 | 3/1/1
2/1/2
1/1/3 | N/A |
Energy Charge | 3/1/1
2/1/2
1/1/3 | 2/3/2
1/3/3
1/1/4 | 3/1/1
2/1/2
1/1/3 | 1/3/1
1/1/2 | 3/1/1
1/1/2 | 1/3/1 | 2/1/1
1/1/2 | N/A |
Autoreticle | 4/1/1 | 4/3/1
4/1/3 | 4/1/1 | 2/3/1
2/1/3 | 4/1/1 | 2/3/1
2/1/2
1/1/3 | 4/1/1 | 2/3/1
2/1/2
1/1/3 |
Invisible Shots | 4/1/1
2/1/3 | 3/3/1
2/3/3 | 4/1/1
2/1/3 | 2/3/1
2/1/3
1/3/3 | 3/1/1
2/1/2
1/1/3 | (1/1/1) | 3/1/1
2/1/2
1/1/3 | 1/1/1 |
Petrify Attack | 4/1/2
2/1/3 | 4/3/1
3/3/2
3/2/3
2/3/3 | 4/1/2
2/1/3 | 2/3/2
2/1/3
1/3/3 | 4/1/1
3/1/2
2/1/3 | 2/1/1
1/3/1
(1/1/2) | 4/1/1
3/1/2
1/1/3 | 2/1/1
1/3/1
1/1/2 |
Freeze Attack | 2/1/3 | 2/3/3 | 2/1/3 | 2/1/2
1/3/2 | 2/1/1
1/1/3 | N/A | 2/1/1 | N/A |
Playing Dead | 2/1/2
1/1/3 | 2/3/2
1/3/3 | 2/1/2
1/1/3 | 2/1/1
1/3/1 | 1/1/2 | N/A | N/A | N/A |
(And yes, I know Playing Dead isn't an offense Power. Quick Charge+Slip Shot can still exploit Neutral Shot spam.)
While Warp has a general advantage over Super Speed at Level 1, this is more because Warp's disadvantage with level difference of spaces wouldn't have kicked in, and consequently would cost less than Super Speed at this point. The L2 differences pretty much just bring up how Super Speed ultimately favors more mobile weapons that can get around terrain cover more naturally. Where things get condemning, of course, is how Level 3 Warp compares to Level 3 or 4 Super Speed. Besides that L3 Warp costs 1 space more than L3 Super Speed for the same number of charges, the only combinations in the above where Slip Shot can be leveled with L3 Warp and leveled Quick Charge for its own multiple charges, is Quick Charge+Slip Shot+Autoreticle, which is bound to be telegraphed by something like a standard Staff. This weakens the leveled Slip Shot niche because that means there would be only one round of using the Powers simultaneously. Meanwhile, L3+ Super Speed, even if Slip Shot isn't dumped, can manage 2 rounds of Quick Charge and pretty much nearly any offense Power, with Petrify Attack or Homing Boost even achieving as many as 3 rounds, although the latter only applies for L3 Super Speed. That's drastic.
Oh, and of course, I'm talking about this happening with Quick Charge, which is an inexpensive Power that I think needs to be added to the suspect test list because it's quite possible it could pull more unique abuses than what the added damage output of Energy Charge would, without active justification like what Energy Charge gets--Quick Charge+Slip Shot+Autoreticle alone is enough of a show of this. Anyway, Slip Shot+Homing Boost+Energy Charge can't have Warp be leveled, but Super Speed can fit just fine as long as Slip Shot is, again, non-leveled. Neither of the two can work in the combination if Energy Charge is leveled or Homing Boost is L3; and Homing Boost L2 would block off Warp but only keep Super Speed from being max level. Suffice to say that Super Speed's only real obstacle for abuses is leveled Slip Shot contradiction; otherwise, Warp's abuse capability in comparison becomes a surprisingly arguable case.
Of course, banning Super Speed, or even just its higher Levels, wouldn't solve anything; it would just frustrate more legitimate usage of it, such as actual flanking efforts or even, yup, simple tagging ability. However, under the Tribute Restriction system, Super Speed being restricted wouldn't hit legitimate usage at all beyond forcing the player to reveal a non-restricted Power and also make clear that Slip Shot wouldn't be leveled; while the panic button spammers would end up having to reveal more information that would make it easier to catch/neutralize them. How would this be good? Here's how:
-Restricting Super Speed this way would make sure players would have to think if they add it in in an effort to pull some stall nonsense. Particularly, if Warp, Celestial Fireworks, and Brief Invincibility are all at least restricted as they should be (outright banning for any of those 3 still wouldn't surprise me), a player who could want max level Super Speed and 2 of those options will not have the tribute space, and just the math with the number of spaces would ensure that any other than Celestial Fireworks would have to be reduced by multiple Levels, never mind any shape-induced inconveniences.
-The Tribute Restriction system would also tie nicely with setups that wouldn't have their vulnerabilities be Grid Reading. I can definitely be sure that flankers would be people who want to close the distance on targets anyway, so hitting them would be guaranteed to not be an atrocious nightmare. As for any heavy infantrymen setups that would want Super Speed for tagging, well, my primary loadout does have Super Speed, but I have no problem Tributing Black Hole (it's Level 1 AND a staple on my primary loadout), or really ANY of my Powers, so the Tribute Restriction system wouldn't do anything to deter me.
-Adding to the above, the Tribute Restriction system could even be able to work as a psychological weapon by anybody who doesn't get short-circuited by it. One can expect to smell the opponent suddenly needing a lavatory upon uttering the words "Black Hole" when asked for Tribute, moreso if the opponent needs to change their Powers to protect against it. Points such as that can invite emotion-induced mistakes from the opponent that would make them easier to even clip.
-When spectators and quickstudies see how there would be players using restricted Powers and how there's seemingly no gameplay effect to the Powers being restricted at all, they would investigate and inevitably stumble upon the concept of Grid Reading. It would especially help when Bumblebee and Slip Shot won't even be considered for the chopping block, because that will indicate just how important things like Bumblebee's full line cost and Energy Charge's center space interaction are. This would surely help community growth, despite--or perhaps even because of--Grid Reading's drawbacks.
Summary is, Tribute Restriction would be handy, even if I wouldn't be surprised if it needs streamlining.
(And I would appreciate the forum both allowing a Preview Post feature, AND coherence with table cell coloring ability.)