Fusion is an interesting idea on paper but when you start drilling down into how it would actually work with two separate players becoming one character it gets hard, even from an account point of view. As your idea shows, trying to balance it across species is hard enough.
Would you create a temporary character that exists in the thread? Would you have preapproved fusion characters? What about techniques? What about if there is disagreement between two fused players on what to do in a fight?
It's something that was cool in the story but used so sparingly and by so few characters it'd be weird if lots of people had access, and it'd be a difficult thing to roll out well and to manage once it's out there.
The problem with fusion isn't based on how to make it work--that's the easy part. The difficult part is trying to make fusion better than having two separate characters without making fusion ridiculously overpowered to the point that it's nigh impossible to beat it.
In terms of making better, you need to understand the benefits of having two separate characters:
1. Two separate health pools means that enemies will have to decide which target to hit. Once one target is out of the game, there's still the second to deal with, thus prolonging the fight. 2. Two characters with barriers means there are more people to soak attacks for teammates, be it with barriers or afterimage. Since you can only defend against one attack per post, this means you can soak up to two attacks instead of one. 3. Multiple attacks. Having two characters means you can fire up to two attacks in one rotation. Since an opponent can only defend against one attack, they are guaranteed to take damage in most cases. A fused character will run the risk of having the attack completely negated. 4. More KP to play with. Providing that we assume fusion follows the same rules for KP (3 for Perm Trans, 7 for Temp Trans), having two characters doubles the amount of KP the team has to play with. One player can take offense while the second player conserves KP, rotating out once they have run out or have regained KP respectively, allowing them to keep an ongoing offense. A fused character will have to spend KP, then regain it, accosting them downtime.
There are ways to circumvent some of these advantages in order to make fusion a better choice but, again, there's that balance between "being better" and "being OP". I could go into depth about it, but we all know fusion won't ever be a thing anyway.
Jun 9, 2021 20:55:38 GMT -6
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